Thursday, February 14, 2013

Kagerou Extra Study Material: Blazing Flare Dragon

Photo by rawritzrichii, not to be reposted elsewhere without the original photographer's express permission.
Introduced in BT02: Onslaught of Dragon Souls, the Blazing Flare line of units are like Aleph before them, a superior ride series for Kagerou. While their mechanics are not always consistent and later sets improved upon them greatly, there are still unique benefits to the ride line and their expansion on Kagerou's use of the soul can be a valuable asset.

The core units of the series are its three sealed dragons, the grade 0 Gattling Claw Dragon, grade 1 Iron Tail Dragon and grade 2 Blazing Core Dragon. Gattling Claw we discussed previously as Kagerou's counter to most FVGs; Iron Tail is Kagerou's equivalent to Knight Squire Alen, a base 7000 grade 1 that can counterblast 1 to gain +1000 power. This can be repeated additional times, and the unit is universally valuable to Kagerou in the crossride format where it forms very easy 18000 lines as an alternative to Bahr, so there's very little reason not to run these units in the first place. Blazing Core is where our attention belongs, as unlike the other units he has no use in the rearguard, but in the vanguard circle Core can counterblast 1 to move Gattling Claw and Iron Tail to the soul, uniting the sealed dragons to revive the build's focus card, Blazing Flare Dragon. This lets you ride Blazing Flare from the deck, giving some additional grade security so that you can ride even if you don't have a grade 3 in hand, and it gives you 3 extra soul which you can spend on skills. Like Aleph, the math for the superior ride breaks down to (-2 +2) a net difference of 0 but having a one-turn early twin drive means that you will have more opportunities to check for triggers during the overall game than you would otherwise.

The main flaw with this superior ride is its consistency. This type of ride was revived for later sets like BT06: Breaker of Limits and BT09: Clash of the Knights and Dragons, but in those sets it was modified so that the necessary grade 0 was a first vanguard for that clan, an advantage that Gattling Claw certainly does not have. Gattling Claw and Iron Tail at the least can be searched by Conroe, but Blazing Core demands card changing with Aermo and Gojo to be sought out reliably.

As for Blazing Flare's actual skills, his V/R autoskill gives him +3000 power whenever an opponent's rearguard is retired in the main phase. This is a very nice skill, particularly because in the rearguard it lets him go for 21000 with Bahr by letting Kagerou do what it does best, while in the vanguard the skill is actually more relevant than ever because it forms a 23000 line with Raopia, providing an alternative to jumping onto crossrides in the BT05-on format. Blazing Flare Dragon's vanguard-exclusive activate skill is to soulblast 5 to retire any of the opponent's rearguards, which is perfect for clearing out back row units that you wouldn't normally be allowed to touch, or troublesome units that the opponent would otherwise staunchly defend in direct battle like Palamedes and Silent Tom. The main issue is feeding the soul, as when that superior ride does go off Flare will have just four soul if Conroe is used as the FVG, and five with Undeux. Kimnara and additional Gattling Claw units remedy this somewhat by providing that fifth soul, but that superior ride will not always go off to begin with.

To answer this, Blazing Flare has natural partners in the Flame Edge and Vortex Dragons from our previous module. Flame Edge makes that fifth soul much easier to get as it no longer costs counterblast, while Vortex provides a good alternative ride if you miss your Blazing Flare ride, as Vortex with his main phase soulcharge will provide 2 soul for Flare to use later. Further down the line Vortex will be able to provide an alternative strategy to switch to when Flare Dragon is not viable in a particular match, but we'll have to wait until we get to damage unflipping in Kagerou to really dig into that.

While Blazing Flare Dragon's autoskill is already supported by Berserk Dragon, Kimnara and Gattling Claw, he also has support in Follower, Reas and Chain-Attack Sutherland. These are paired units like Jarran and Tejas from before, Reas being a grade 1 with 6000 power and Sutherland a grade 2 with 8000. Reas receives a special bonus from boosting Sutherland, bringing him up to 18000 power, but unlike Tejas before him Sutherland's skill is to gain +3000 power in the main phase when an opponent's rearguard is retired, bumping their line up to 21000. This is important because like Tejas, their 18000 line is still relevant post-BT05, but they also have the potential to hit base 10000 and 11000 units hard and if you pull off two retires in one turn through one of the above units or Flare himself, Sutherland with Reas will be at 24000 while Blazing Flare stands at 16000 independently, guaranteeing a 23000-power line with any unit of base 7000 or higher power.

Another way to play the deck is to integrate with Aleph. More than half of the components of both superior ride lines are in some way integral to the clan, and running the two units together gives variable options by allowing the damage zone to be reused, the opponent's units to be retired freely and for powerful rearguards to be set up by those same retire skills. This all but eliminates the issue of grade security by guaranteeing successful rides; that kind of consistency is not to be underestimated, considering what has made it to the restricted list before.

The Blazing Flare deck is valuable because it plays a strong early and midgame that hits all of the right numbers, going for 16-18000 consistently each turn, while at the endgame it can suddenly and explosively bring out 21, 23 and 26000-power lines to hit the opponent hard when they're at four and five damage over multiple turns. Pacing is a serious issue that needs to be carefully controlled, and Blazing Flare cardfighters should watch and play for their soul. The initial setup as a general rule should be to put together five soul to prepare for the endgame; if it becomes manageable, ten can become a goal but is a very lofty one and will probably only come out in specific matches. Blazing Flare Dragon's activate skill should be used with care and reserved for especially important units like Milk or Tron, not just to wantonly trigger his autoskill.

Next time that we revisit Kagerou, I will discuss the Amber Dragon cards and how to apply Shadow Paladin tactics to the Kagerou clan.

Tuesday, February 12, 2013

Royal Paladin Extra Study Material: Fang of Light, Garmore

Photo by rawritzrichii, not to be reposted elsewhere without the original photographer's express permission.
The Garmore deck is unique among the Royal Paladin builds in that it is a High Beast deck. Much as Pale Moon has a Chimera deck, and Kagerou has a Flame Dragon deck, Garmore is a race-specific build. Coming out of BT04: Eclipse of Illusionary Shadows, this deck expands on the discard-and-search mechanics of the set to create a consistent Beast Knight strategy. No matter how poorly any individual fight goes, the Garmore cardfighter will almost always be able to bring out their strategy, one that persists throughout every stage of a match.

The build's intended first vanguard is Brugal, a base 4000 power first vanguard that outrides from the soul when ridden over with another Royal Paladin. His other skill is to gain +1000 power for each other Brugal on your field, but this isn't terribly practical because it requires running 18 grade 0s to make use of and that second grade 0 would probably be better off staying in your hand where its high shield can be used for defense. However, Brugal plays into another unit's skill that we'll get to soon enough. To understand Brugal, you have to understand the context from which he came out of; at the time of Brugal's original release, Barcgal had already been restricted for two months, and the only alternative RoyPala cardfighters had presented to them was Drangal. Brugal is then primarily a replacement for the 4000-power FVG that the clan had lost, but unfortunately his inability to return to the soul or contribute to it made him a poor replacement in that respect. For Garmore, the problem was and is Brugal's low base power, which inevitably requires him to be replaced to make way for Marron or Toypugal, voluntarily getting rid of his one-card lead. Soul Saver-based Royal Paladin cardfighters used Drangal to keep their soul high, Garmore-based fighters used Drangal to keep the field open for more useful rearguards, and thus left no one running the blue highdog.

The two core cards for the deck are the grade 3 Fang of Light, Garmore and grade 1 Snogal. Snogal continuously gains +1000 power for each other Snogal on the field over its 6000 base; Garmore has this same boost in the vanguard circle while also being able to discard any Royal Paladin to call a Snogal from the deck. The chief advantage then is being able to run up to eight base 8000 boosting units between Snogal and Marron, freeing you up to run more 8000-power grade 2s and make anticrossride 18000 lines easier with Gallatin and Lamorak.

Garmore's ability to search for Snogals is shared by the grade 2 Beast Knight, Garmore, who falls into that same 8000 baseline that the Snogals are so effective at supporting. Beast Knight and Akane are transformed by the Snogal strategy, into multiple copies of Macha. The ideal formation for the deck is clearly three Snogals in the back line for a 21000 Garmore and the guaranteed 16-18-21000 lines in the rearguard, but even two Snogals lets Garmore go boosted for 18000+ every turn, enduring into the crossride format much as Alfred has. Unlike Kiyomi's Alfred, consistent base 8000 rearguards take the spotlight over the extra advantage of an unneeded circle, and Garmore can also go for 21000 when necessary. Palamedes is still the best offensive support for Garmore that he is for the King of Knights, thanks to Snogal behaving as additional copies of Marron.

Garmore also gets his boost from having Brugal on the field, a clause which helpfully circumvents one of Brugal's weaknesses. This is a roundabout way for Brugal to be a base 5000 FVG, and at the middle stages of a match this does have some use as with one Snogal on the field Garmore hits 16000. Outside of these core units, the deck also has fringe support from High Dog Breeder Seiran, Akane's male counterpart. Instead of her counterblast 2, Seiran has a counterblast 1 on-call, giving +4000 power to one High Beast on the field. This can temporarily throw Snogal up to 12000, going for 25 with Garmore and Palamedes, or 16000 with Brugal while Seiran in his own line can hit 16 with Snogal's usual boost. Another fringe card is Starlight Unicorn, who has been around since the trial deck days but hasn't had much of a place in Royal Paladin until this definitive High Beast deck was conceived. Unicorn is a base 6000 unit that gives +2000 power to another RoyPala on-call; this can be a useful single copy because she is searchable by Akane and through that search can bump a Garmore-Snogal line up to 23000 with a net difference in advantage of 0 after replacing her, while crossrides are forced to drop 20000 shield to account for one trigger on that boosted Garmore.

The advantages to the Garmore deck are relatively simple and intrinsic to the cards, but as stated previously, consistency is the key feature. As long as you have one of the Garmores in hand, any card in the deck can become Snogal. Akane and Palamedes enhance it, while outlier cards offer ways to customize the build to meet current challenges. Next time that we revisit the Royal Paladins, I'll be discussing Majesty Lord Blaster and how to synthesize a coherent play style from Shadow Paladin supporters.

Three pros use this deck.

Saturday, February 9, 2013

Nova Grappler Extra Study Material: Stern Blaukluger

Photo by rawritzrichii, not to be reposted elsewhere without the original photographer's express permission.
One of the main curiosities behind Nova Grappler from BT01 to BT03 is that despite being Cardfight's stand-based clan, they had no way to reliably stand their vanguard. Mr. Invincible's megablast receives honorable mention for working hard toward it, but without reliable soulcharging his megablast was very difficult in its time even with multiple Invincibles on the field. Enter the Blau series, an evolving line of units that answers this strategic gap with a reliable, repeatable skill that never quite loses its impact regardless of what point in the game or what format you're in.

The core cards for the Blau series are by and large lifted from the Shadow Paladin evolutions, but with Nova Grappler-specific modifications made to them. The subgroup's first vanguard, Blaujunger, automatically adds the deck's grade 2 Blaukluger to the hand when ridden over with the grade 1 Blaupanzer; and Blaupanzer gains +2000 power in the vanguard circle from having Blaujunger in the soul. As with Blaster Javelin and Charon, between Blaupanzer and Tough Boy that makes for a strong opening defense and offense, as you now have eight types of units in the deck that will form an 8000 power vanguard as opposed to the typical four.

Blaupanzer can also search for the grade 3 Stern Blaukluger when called to the rearguard, by discarding another Nova Grappler grade 3. This means that you can run as few as two Stern Blaukluger and still consistently ride him, although maxing out at four is optimal for this subgroup because it does not rely on any particular alternative grade 3 as the Shadow Paladins do. The main flaw with Blaujunger is that there is no compensation for missing his evolution. While up until BT06: Breaker of Limits Blaujunger was the default FVG for any build of the clan not relying on the Raizer series, these days it's more common to see other, more consistent first vanguards run in Blaujunger's place. Beast Deity, White Tiger is one such option, as he makes for a consistent boosting unit that can make a 16000 line with the clan's intended vanguard as well as a number of base 11000 Grappler rearguards, but the Beast Deity strategy isn't particularly coherent with the Blau series and this should be treated as a temporary holdover at best until Extra Booster 4.

Like the rest of the cards in this subgroup, Blaukluger borrows from the Shadow Paladins, being a base 9000 grade 2 that gains +1000 power in the vanguard circle when the grade 1 Blaupanzer is in the soul. His unique skill is to unflip a damage when his attack hits, albeit only in the vanguard circle, and while this lacks the pressure of an on-ride retire or of Megacolony's take on the evolution, it combos well with Genocide Jack and other counterblast-intensive rearguards. His main use is giving +1000 power to a vanguard Stern Blaukluger, making a defensively strong base 11000 unit that also forms 16-18000 lines easily.

Stern himself is where the cards become interesting. When his attack hits, Stern can counterblast 2 and drop two Nova Grapplers from the hand to stand both himself and his boosting unit, then lose twin drive. This gives (-2 +1) a -1 overall, but the important point is that because Stern will retain any trigger effects placed on him between battles, he can snowball quickly and deal as much as four damage in one turn with just one critical trigger. The potential is there for him to deal up to six damage in one turn, and Stern can do this from any point in the midgame onward--as long as there's two counterblast open and two cards in hand, the grade 3 Blaukluger is a serious threat. With the plethora of unflipping units that the Nova Grapplers have access to, getting two counterblast is by no means a difficult task.

In terms of support units, Dancing Wolf from the previous module is a standout booster for Stern. Wolf standing will form a 21000 line, and as the power of boosting units is added continuously, one stand trigger can throw their line up to 26000 power. This effectively turns one trigger into two, meaning that versus a Blau series deck that runs stand triggers and has Wolf for support, the opponent will have to guard for two triggers every turn that they want to stop Stern. Even without those however, should Stern drive check a critical trigger and bring out his self-standing skill, his line will again be at 26000 and critical 2, ready to deal a grand total of four damage in that turn.

Just as the Shadow Paladins have DonnerSchlag, the Nova Grapplers have Eisenkugel; a grade 2, base 10000 unit that gains +2000 power when attacking and loses 5000 power if the vanguard isn't Blaukluger or Stern Blaukluger. This is a little more playable for the Nova Grapplers because the Blau series isn't as reliant on alternative grade 3s as the Shadow Paladins are, but not by a very far margin. Having a base 5000 grade 2 vanguard is arguably worse than being gradelocked, as the opponent can lay down their hand much more freely and roll right over your defenses. To make a better case for Kugel, he can form very easy 18000 lines versus crossrides and a 20000 line with Tough Boy for defensively weaker units like Alfred, and grade 2 space is more flexible in the Blau deck, which leaves room for one or two copies of him to be run in relative safety.

The naming scheme of the Blau series comes from German; Blaujunger was probably intended as "Blue Youth," Blaupanzer "Blue Armor," Blaukluger "Blue Clever," Stern Blaukluger "Blue Clever Star" and Eisenkugel "Iron Ball." Japanese media is somewhat preoccupied with the German language just as American media is French, and the Blau series as a whole could be taking influence from Super Robot Wars in that respect, where units like Alteisen ("Scrap Iron") and Weissritter ("White Knight") crop up.

Overall the Blau cards are nothing if not consistent. Being able to ride Stern Blaukluger in very nearly every game, and have access to a third drive check from a unit that can hit the power of two triggers with just one provides a healthy basic strategy that later releases will expand on. With units like Clay-doll Mechanic and Storm from both past and upcoming modules to support the deck, Stern Blaukluger is something of a timeless card that never quite falls away from the pro scene.

Six pros use this deck.

Friday, February 8, 2013

News: National Championship 2013, Stand Up Challenge Cup

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

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

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

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

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

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

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

Thursday, February 7, 2013

Study Guide: Kagerou

Photo by rawritzrichii, not to be reposted elsewhere without the original photographer's express permission.
The Kagerou clan is one of the most prolific in the professional scene. Emphasizing field control, advantage through retiring the opponent's cards, and gaining momentum from the opponent having less rearguards, the clan has been a favorite for pros since the days of trial decks. Kagerou has an organic strategy that restricts the opponent's plays, punishes them for making strong moves and allows those who fight with it to control the flow of the game. To get a deeper understanding of this however, we have to look at both the clan's high and low points in design, with special attention paid to taking control from the opponent.

Out of the box, Kagerou was introduced to the world through a trial deck that has gone down as one of the most tournament-ready in the history of the game, likely surpassed only by TD08 and 09. To briefly summarize from the aforelinked history article, the highlight cards of Raging Dragon of the Empire are the grade 2 Berserk Dragon and grade 3s Dragonic Overlord and Dragon Monk, Goku. Berserk offers control of the opponent's field by retiring a grade 2 or lower unit for a counterblast 2 when called, while Goku retires the opponent's grade 1 and 0 boosting units whenever he drive checks a grade 3. Dragonic Overlord is valuable as a grade 3 that can be used in either the vanguard or rearguard circles; for a counterblast 3 he loses twin drive but gains +5000 power and can stand when his attack hits a rearguard, allowing for him to drive check three cards in the turn while retiring two of the opponent's and probably depriving them of more for their defense. Because of these units, Goku became one of the most powerful decks in the early scene and to this day it remains a viable build for tournaments.

The fact that subsequent trial decks did not catch up to TD02 until very recently attests to the deck's enduring power. Relative to its own time it was incredibly consistent, but even now going out and combining two copies of the deck will create a deck ten to twelve cards short of tournament viability. Of course, Kagerou's success is more than this deck; by the time of BT01: Descent of the King of Knights the clan already had access to one of the most well-rounded first vanguards in the game, and the first to run on base 5000 power. Lizard Soldier, Conroe has essentially maintained his place as the go-to FVG for two years uninterrupted, being a unit that forms a 16000 line by default with any base 11000 or higher unit--for many Kagerou decks, all of the grade 3s run on this kind of power, or even higher. And for a counterblast 1 and self-retire, Conroe can search for any grade 1 or lesser Kagerou in the deck and add it to hand, ensuring that the Kagerou cardfighter will never be trapped at grade 0 for more than one turn. Conroe circumvents gradelock, can grab Barri to be used as a perfect defense card, and allow for multiple single-copy grade 1s to be brought out, adjusting to each fight on the fly as the opponent's strategy becomes apparent.

This flexibility is unparalleled. There are any number of units with which Conroe can be combined to. Consider Demonic Dragon Madonna, Joka, a base 6000 grade 1 that gains +3000 power when one of your opponent's cards is retired in the main phase. With her skill active, Joka can form a 20000 line with many of the clan's grade 3 units, or a 21-22000 line with Dragonic Executioner and several other grade 3s that give themselves power. However, Joka's low base power won't initially form a 16000 line with many grade 2 units, and as her skill will most likely not be active every turn this makes running four of her inadvisable. Conroe solves this by allowing for just one of her to be run, bringing the unit out consistently at very little cost.

While she can still see some use in decks with the correct rearguard setup, Joka has since been outmoded as the vanguard booster by Lizard Soldier, Raopia. Like Joka, Raopia is a base 6000 grade 1, but his boost extends only to the vanguard, giving it +4000 power for a very easy 20-22000 line whenever the opponent has two or less rearguards. There are a number of ways to use this, as Kagerou excels at removing the opponent's rearguards, but one way to handle this is by pairing him with Dragonic Overlord. Using Overlord's counterblast for a selfmade 16000 line without Raopia's boost, the opposing front row can be cleared away, leaving the opponent with just their back line, which will likely not be completely filled--and if it is, it can be narrowed to just two circles by dropping a Berserk earlier in the main phase. With Raopia's boost saved for the third and vanguard attack, Overlord can then go for 26000 power plus whatever triggers he checked beforehand, as their effects will persist between battles of the same turn. Outside of these extended plays, Raopia is also valuable for the psychological effect he has, discouraging the opponent from intercepting your attacks and encouraging them to use multiple trigger units for defense earlier instead. Because Raopia is restricted to giving the vanguard his boost, running one copy of him to fetch with Conroe is a very sensible maneuver, as it leaves room for more grade 1s while still accessing a valuable unit.

Of those other grade 1s, Demonic Dragon Mage Kimnara, Heatnail Salamander and Flame of Hope, Aermo are the most notable. Kimnara is another base 6000, that counterblasts 1 to send herself into the soul and retire one of the opponent's grade 1 rearguards. Heatnail is her boost-based counterpart, returning to the deck in the end phase of a turn where an attack that he boosts hit the opponent's vanguard, to do the same job. Both of these cards remove the opponent's boosting units while not changing the net difference in cards in play, but Heatnail keeps the damage zone open and pressures the opponent to defend earlier, whereas Kimnara can place a strain on the damage zone and fills the soul. Heatnail is the subject of an interesting trick. When running multiple copies you can call one and use his skill as normal, but then in the next turn use Conroe to get him right back and bring another of the opponent's boosting units down.

Aermo is a trial deck exclusive, coming with a card changing skill that activates when an attack that he boosted hits, dropping one card to draw another. This is useful in concealing your hand from the opponent, discarding drive checks so that they cannot tell what you have, or dropping less useful units to sift through for others. Broadly speaking, the more of your deck that you see the more consistently your strategy will come together. Aermo allows you to put that strategy into play by giving you the pieces one card at a time, filtering out the unnecessary things in the process.

Wyvern Strike, Jarran is the last of these grade 1s that you may want to search with Conroe. He's a Kagerou print of Wingal, giving a total 10000 power boost to Wyvern Strike, Tejas exclusively. This is important because Tejas has just 8000 power, letting him break past the 16000 line and even hit crossride-relevant numbers consistently where he wouldn't be able to do so with Bahr. Additionally, Tejas' skill allows him to do battle with a back-row unit on the same column as him. With Jarran's boost, Tejas can put down Marron, Gareth and other base 8000 boosting units, severely crippling the opponent's strategy by undermining lesser power rearguards and Valkyrie Laurel copies with one blow. At 8000 versus 18000 it would take the opponent 15000 shield to stop the attack, two cards to protect one, placing the Kagerou cardfighter in a situation where momentarily there is no bad outcome, as the opponent either loses a valuable rearguard or loses card advantage.

In terms of trigger bases Kagerou's draw trigger, Gattling Claw Dragon, has Kimnara's skill but applied to grade 0 units instead of grade 1s. This lets you nip many outrider FVGs in the bud, again without actually change the difference in advantage. While the timing is up to a coin flip for Gattling to touch units like Kyrph or Barcgal, this unit is ideal for hitting LuLu before she can be returned to the hand with Sakuya, Spring Breeze before he can try to bring out Pellinore, and other first vanguards that want to use their skills later in the game. Gattling Claw placed on the Top 20 Cards of 2011 for good reason, as he eliminates the main problem with drawing draw triggers by being almost never without a target right from the opening of the game. Gattling Claw and Kimnara both confer a psychological advantage by restricting what the opponent can call; decks which are able to call draw triggers and similar units to boost will be hesitant to, for fear of losing those units immediately. Of course, the opponent can play this game right back at you by recognizing when you don't want to lose Kimnara or Claw. Unless you're pulling something off like removing Milk or Tron from the field, you will generally not want to use these cards unless you already have a lead of some kind, be it by one card or by ten. So while Gattling is definitely one of the most useful draw triggers ever printed, he must be used carefully.

There is one stand trigger that sees consideration, a unit that actually doubles as a target for Conroe. Flame Seed Salamander is a stand trigger with Heatnail's skill but applied to grade 0 units. While his 4000 power base can be troublesome, in the early game this means having access to being able to eliminate those superior ride units that Gattling Claw could only touch when the opponent took the second turn, and pressuring the opponent to defend earlier. Once you've acquired counterblast, Flame Seed becomes retrievable by Conroe, helping to eliminate the typical guesswork of running stand triggers in the deck. The main trouble with this is that you won't be able to search Flame Seed early enough for it to matter versus those first vanguards, and at that point you would probably be better off searching for Raopia. Flame Seed does come with some of the advantages of a cycling trigger, maintaining a higher trigger ratio over the opponent as more cards are removed from your decks, but many pros would consider this subverted by his being a stand instead of a critical or draw trigger.

Like the Royal and Shadow Paladins, Kagerou has access to two types of base 10000 grade 2 in Cross Shot Garp and Dragon Knight Nehalem. This means more combinations of 18000 lines are possible in crossride formats, and that the plethora of base 6000 units described above are more viable in Lord formats. Unlike these others however, Kagerou also has a third base 10000 unit, Dragon Armored Knight. Armored Knight does drop down to 8000 if there are no other Kagerou on the same line as he, but has the advantage of being able to counterblast 1 to gain +1000 power until the end of the turn. Since this is an activate skill it can be repeated as many times as you have counterblast, which makes him more flexible than the others and probably recommended over them because he can attack base 11000 units unassisted and strike for 18000 with base 7000 units boosting him, making Armored Knight very valuable to crossride matchups. Despite having these three, you're unlikely to run all of them together at once; grade 2 space is somewhat strained because of Berserk and Tejas taking center stage, and every build has its own third grade 2 that it wants to support the vanguard.

That brings us to Dragon Knight, Aleph. Aleph is a base 9000 grade 2, that when you have the grade 0 Embodiment of Spear, Tahr and the grade 1 Embodiment of Armor, Bahr on your rearguard circles, you can pull them into the soul to superior ride the Embodiment of Victory, Aleph. The math for this gives -2 for the loss of Tahr and Bahr, then +1 from the grade 3 ride that's not coming from your hand and +1 from the early twin drive, breaking even while giving you the advantage of drive checking one more card than you normally would throughout the entire game. The Embodiment of Victory is a base 10000 unit who can counterblast 4 to gain +4000 power and +1 critical. This is acceptable in the vanguard despite the steep cost, but more importantly having a rearguard that can increase its own critical is exceptionally rare in Cardfight, and one that will hit 21000 with a base 7000 booster at the same time only makes a better case for him. Further tying into his superior right though, Aleph can soulblast Tahr, Bahr and his Dragon Knight form to unflip the entire damage zone. On one hand this allows his skill to be repeated across multiple turns, or simply used twice within the same turn, but more realistically this makes Aleph the clan's Mr. Invincible, allowing Berserk Dragon, Conroe, Kimnara, Overlord and the tike to be used with impunity. Aleph doesn't have quite the same level of extensive abuse as Invincible because his skill will generally be used just once in a game, and because he does not have Claydoll Mechanic/Hungry Dumpty to support him, but this is more than sufficient for what Kagerou is trying to do.

His superior ride also ties into another grade 3, Vortex Dragon. Vortex is the clan megablaster, bringing with it all the troubles of building up 8 soul and having an unflipped damage zone, and to a clan that's less than ideal for it because their most ideal rearguard is one that both exits the soul--never to return--and uses up counterblast. Vortex will age better when we cross over into Comic Style Vol.1, but for now consider that Aleph's superior ride gives three extra soul than normal; Tahr, Barh and the Embodiment of Victory himself. While it's true that riding Vortex will negate the breaking-even aspect of Aleph, this will be a necessary sacrifice in a Vortex deck. Every turn at the start of the main phase, Vortex will automatically soulcharge 1 to give himself +2000 power, hitting 20000 with Bahr, 21000 with Joka and 22000 with Raopia. If Lizard Runner, Undeux is used as the FVG instead of Conroe and the superior ride goes off, we're looking at seven soul, one turn away from bringing out that megablast. While this effectively locks you out from counterblast for the time being, the reward is being able to retire any three of your opponent's rearguards, without restrictions on what kind of targets you can have. That means that grade 3 attacking units like Palamedes and Charger will disappear immediately, clearing out their front row and probably their vanguard booster as well for a -3 overall. This is the main reason that you'd want to run Joka over Raopia. In a Vortex Dragon deck, the megablast can have her push for 27000 with Vortex's +2000, while Raopia is restricted to 22. With Aleph's superior ride this can activate on turn four, but the trouble with Vortex is that it hinges on that superior ride going off to activate consistently, demanding that you have three specific units out with a very limited window of activation. There is a remedy for this, however.

BT03: Demonic Lord Invasion gives us Flame Edge Dragon, the Kagerou equivalent to Blue Dust. A base 9000 grade 2, when his attack hits he can soulcharge 1, speeding up Vortex and increasing his viability considerably. This is one of those units that you would want to run at four in a Vortex-specific build, trying to maximize your odds of reaching that 8 soul goal. While the Vortex deck is soul-based, unlike the Irregulars and Pale Moon it isn't reliant on having a high soul count or even specific units within the soul through the entire game, which helps to mitigate the potential deck out brought on by building up the 8 soul.

Moving away from soul-based Kagerou, there are three other units to consider as either potential decks of their own or as support for an existing build. The first is Seal Dragon, Blockade, introduced in BT02: Onslaught of Dragon Souls. Unlike Overlord, Vortex and Aleph, Blockade's skill is vanguard exclusive, preventing the opponent from intercepting during your turn. Strategically this is valuable for effectively nullifying the front row's importance, crippling strategies that rely on Nemean Lion or Gordon while forcing the opponent's defenses to come wholly from their hand. Versus a Kagerou deck that can counterblast freely, that hand will already be low from having to call replacement rearguards--which the opponent was likely betting on intercepting with to make up for the difference in an emergency--forcing the opponent to dedicate a large amount of their hand to defense earlier if you're playing aggressively. This also allows you to focus your retire skills on the opponent's back row, although versus decks that pride themselves on front-row grade 3s like Royal Paladin and Murakumo, Blockade loses his impact.

The second is Dragonic Lawkeeper, the clan limit breaker from EB03: Cavalry of Black Steel. Lawkeeper's main skill is a work of tactical brilliance, counterblasting 1 at limit break 4 to bind all of the opponent's rearguards, then allow them to call up to four of them in the end phase of the turn and drop the rest. Despite never once actually retiring a unit in the text, the opponent has five rearguard circles, and so with a full field Lawkeeper's limit break effectively becomes Demon World Marquis, Amon's counterblast. However, the break has both more strategic backing than Amon and more weaknesses. In terms of strategy, when Lawkeeper attacks from the vanguard circle and the opponent has two or less rearguards, he gains +3000 power. Since all of the opponent's rearguards are bound when he attacks, that means that he goes for 23000 with Raopia every turn, and also activates the skills of Dual Axe Archdragon and Dragon Dancer Lourdes. These are grade 3 and 1 units respectively, which gain +3000 power in the rearguard when attacking with the same conditions as Lawkeeper. Archdragon will then likewise go for 21000 every turn with Bahr, or at least guarantee himself 18000 with almost all boosting units in a crossride format, while Lourdes can hit 9000 as an alternative rearguard for the front row should you be lacking in units. Lourdes herself tends to be underestimated, much like Gururubau in the Shadow Paladins, but because her skill activates in both the vanguard and rearguard circles she has serious longevity throughout the game. Early on the opponent is unlikely to have a very large field, so Lourdes is valuable for early aggression as well as a replacement for lost units, to give more flexibility to the field. She can also form a 16000 line with any base 7000 booster, although unlike Gururubau she does not have the advantage of forming one with herself. Because she attacks for 9000, this gives you one more unit that can hit a Charon or Blaster Javelin-type unit at the grade 1 stage, negating the defensive advantage of Fullbau-type evolving rides. While Lawkeeper can be a build of his own, he can also be an update to the old Goku deck to give it endgame longevity, as the two complement each other as alternative vanguards and work well with Archdragon.

The final unit we're going to discuss is Dragonic Waterfall, the third unit of the clan to be designed by Itou himself. Like Blockade and Lawkeeper, Waterfall's skills are vanguard exclusive. First, he gains +3000 power when attacking the vanguard, going for the same 23000 with Raopia that keeps Lawkeeper relevant in crossride formats, and second when he attacks he can discard a grade 3 Kagerou to gain +10000 power, possibly hitting as high as 33000. This unit can be effectively integrated into almost any Kagerou deck due to the generalized nature of his skills, but in particular he's a natural partner for Goku in place of or in tandem with Overlord because of their mutual grade 3 focus, playing off of Goku decks tending toward running between 8 and 10 grade 3s. Waterfall's ambiguity as a unit is both a strength and a weakness, as even Goku is arguably better off sticking to Overlord and Lawkeeper, while Waterfall has no deck of his own. Just as some Royal Paladin decks not based on her run a single copy of Soul Saver Dragon as a fallback or surprise turnarond however, Kagerou can do the same with Lawkeeper.

With all of these skills available, it's easy to get wrapped up in the idea of mass retiring and squandering counterblast on taking down units, but you need to keep in mind a coherent strategy and think instead of in terms of wiping out the field, in terms of "How many units do I need to retire?" With Heatnail around, it's entirely possible for the Kagerou cardfighter to operate on small leads by bringing out one copy of Berserk or Tejas early to gain a one-card advantage, then use Heatnail and Kimnara to maintain that advantage while lowering the total number of cards in play, making a comeback very difficult on the opponent. On the other hand, Goku has the ability to drop the opponent's cards every turn, and Overlord's self-standing skill can snowball with trigger checks. Lawkeeper is one of the most consistent decks and remains so even in the crossride format. Every build of Kagerou has its own internal goals, whether that's to retire three units, build up a certain soul or count down to the opponent's resources having been exhausted. And every build also sees continual upgrades with each set; next time that we revisit the clan, I'm going to discuss Blazing Flare Dragon and his support cards, with special mind paid to his alternative model of a soul-based deck.

Monday, February 4, 2013

News: VG-BT11: Seal Dragons Unleashed Announcement, EB06: Dazzling Divas Information

Previews for the eleventh Japanese booster set of the Cardfight!! Vanguard trading card game, VG-BT11: Seal Dragons Unleashed have been unveiled, lighting a storm of speculation in the community. The advertisement touts the return of Kagerou, promising that complete decks for this clan along with Angel Feather and Tachikaze can be built using only cards from the upcoming set. In addition to these, Narukami, Genesis and Aqua Force will be supported by BT11.  Also promised is breakride support and a crossride for Seal Dragon, Blockade, now believed to be the titular Seal Dragon that the set will unleash.

BT11: Seal Dragons Unleashed will contain 102 cards with two reprints in them, one of which is currently believed to be Dragonic Overlord because of the previous press conference, the second of which is unknown. Like Blaster Blade and Blaster Dark, this reprint will also be packaged with Ride to Victory.

Because it is claimed that complete decks for Kagerou, Angel Feather and Tachikaze can be built using BT11 alone, and that the last time this claim was circulated was for EB04 and EB05 which reprinted their clans' respective perfect defense cards, there is speculation that the second reprint will be Barri, Archbird or Requiel, with the remaining two units being reimagined as subgroup perfect defense units in the style of Jewel Knight, Iseult. Note that BT01: Descent of the King of Knights is out of print in Japan, setting precedent for a Barri reprint.

Additional news has emerged surrounding EB06: Dazzling Divas, the second Bermuda Triangle extra booster. The set has been confirmed to introduce both crossrides and breakrides to the clan, with its cover card, Eternal Idol Pacifica, at the center of attention as the most likely candidate for the former. The new Pacifica's skills are unknown, although images of what many have called out as a forgery have been circulated repeatedly in fan circles. Said image has an R foil instead of RRR/SP, limit break placed at the bottom of the text box when it is universally placed at the top elsewhere, and Lord situated close to the top of the box instead of at the bottom. The production of such falsified images is not unprecedented, as the thriving OriCa community and fake magazine scans that have taken life on the net have shown.

Moreover, EB06 is drawing attention for having Tanihara Natsuki, a celebrated artist who has previously done work for one of Bushiroad's other properties Tantei Opera Milky Holmes, on board as an illustrator. Tanihara seems to be illustrating Bermuda Triangle's breakride unit, although the name of the card and what kind of skill it will have is not known.

EB06: Dazzling Divas is due for a March 23rd Japanese release and June 26th English release.







 2/6/2013 Update: A new image has since surfaced of Kai on the cover of BT11, along with the Blockade crossride. Parallels are being drawn to BT02: Onslaught of Dragon Souls, much as they were to BT01: Descent of the King of Knights and BT10: Triumphant Return of the King of Knights. Current speculation is that, because of his being featured on a Kagerou-focused set alongside the Blockade cover card, and because of Dragonic Overlord's reprint within the set, Kai may be converting back to the Kagerou clan.

Saturday, February 2, 2013

News: Crunchyroll to Launch New Streaming Site, Anime Sols Going Live This Year

Crunchyroll, the video sharing website responsible for Cardfight!! Vanguard's official release and the original home of English-language Cardfight, is starting up a new campaign to bring anime closer to the viewer. Operating jointly with Yomiuri Group companies on a policy of consolidating the ways that fans can support their favorite shows, the Anime Sols website will feature a host of anime new to the English-language market. Through Anime Sols, legal streams of anime will become available and viewers will be able to support the release of merchandise, allowing all varieties of fans to support their favorite programs. Information on what kinds of products these will constitute is scarce for the time being, but already the larger community of anime fans is speculating that the future may see affordable DVDs--the long-lost holy grail of the English-language anime industry--and once-difficult to track down soundtracks and figures produced to sate public demand. Specific mention given to collectors is adding fuel to the anticipation.

This is the first time that Japanese animation and related goods are going to be been distributed by a Japanese business directly to North America, eliminating middlemen like 4Kids and Viz Media, companies that throughout the 1990s and early 2000s were an essential part of the industry. Three years into the new decade, businesses like Anime Sols may cut them from the industry altogether. Anime Sols is so far confirmed to be streaming Tekkaman the Space Knight, Bander Book, and Creamy Mami, the Magical Angel as release titles. While from these titles it's clear that Anime Sols is currently geared toward providing access to older anime of the 70s and 80s that never saw a proper western release beforehand, already they have picked up the 2008 remake of Yatterman, and newer anime may follow as the platform gains momentum.

In addition to those already confirmed for distribution, the various companies involved previously did work on Space Battleship Yamato, Magic Knight Rayearth, Beelzebub, Naruto Shippūden, InuYasha and others. Many of the major players in Cardfight's development have worked on one or more of these shows. Among the animation directors are Hattori Noritomo, responsible for directing OP02: Believe in My Existence as well as the animation of Aichi and Gouki's regional championship match in ride 22, and Shishido Kumiko, responsible for directing rides 50, 56 and 62, the episodes where Phantom Blaster Dragon's now-signature animation debuted. Hattori previously directed animation for Naruto Shippūden, while Shishido did the same for Beelzebub. Shiina Hekiru, the voice actor for the lead role in Rayearth Hikaru, performed ED01: Diamond Star, one of the more popular ending themes that is still inserted in new episodes as one of Cardfight's more impacting musical themes, and Shinohara Emi, the voice of Presea in the same series is also the voice of Aichi's mother, Sendou Shizuka. Yamato meanwhile was a classic work of the 70s whose animation directors included the departed Ashida Toyoo, a veteran artist of the period whose final artwork to be completed prior to his death was BT03: Demonic Lord Invasion's Stil Vampir.

Anime Sols is stated to operate on a crowd funding model, whereby more support for a series will see new ones acquired and the production of related merchandise. Among the participating companies are Tatsunoko Productions, whom westerners are primarily familiar with through Tatsunoko vs. Capcom: Ultimate All-Stars, a Wii-based crossover fighting game that pitted Capcom characters like MegaMan Volnutt, Viewtiful Joe, Zero and Ryu against Tatsunoko's animated properties. Notably out of the series mentioned above, Tatsunoko vs. Capcom featured the titular Tekkaman of Space Knight, and the original 1977 Yatterman-1 and Yatterman-2, who were reimagined in the 2008 remake that will air through Anime Sols.

(via Crunchyroll, The Fandom Post and Anime News Network)