Thursday, April 5, 2018

The troubled history of old Megacolony

Imagine a world without Stand Triggers.
Megacolony was never bad.

The community's beef with the clan emerged day 1, when we learned Karma Queen's effect through the eighth episode of the anime series in February 2011. Megacolony was one of several stub clans to debut in BT01: Descent of the King of Knights, and there was an obvious design flaw with it. Their core units revolved around paying counterblast 2 to prevent an opponent's rearguard from standing, when Kagerо̄ for the same cost (Berserk Dragon) or less (Goku) could retire those rearguards outright. Why should Megacolony pay the same price for an inferior outcome?

I recall that some years ago, in the aftermath of the first Japanese national championships, Card Gamer magazine named Hell Spider the most underestimated card of the season. Their reasoning was that Hell Spider wasn't clan-specific. Unlike the Kagerо̄ retire units, you could splash his counterblast in any deck and gain access to a means of forcing the opponent to retire. This was at a time period when many decks were running supporting grade 3s whose primary function was on the rearguard circle, like Gigantech Charger in Royal Paladin or Oracle Guardian Apollon in Oracle Think Tank. Hell Spider was one of those supporting grade 3s, but his almost-constant 3k buff on the vanguard circle made him a more than serviceable ride that would sometimes be preferable to your main grade 3 just for being a constant 21k. In that respect, he was much more versatile than his grade 1 and 2 counterparts Lady Bomb or Karma Queen.

Card Gamer was pointing out what we as a community had missed about Megacolony; the argument went that (from the perspective of the affected player) you could get around a unit being paralyzed by calling a new one over it, and weren't actually denied an attack, but if you did that then what you had just handed the opponent was a CB2 retire. Any clan could be Kagerо̄ if they ran these cards.

Megacolony's strength was in its splashable nature, but fighters were generally uninterested in mixed decks. They wanted the simplicity of 50 cards all being the same clan, and Bushiroad would eventually rethink its set design to oblige them after the first block.

Looking back on BT01, our initial complaints came not from Megacolony being overcosted, but from a fundamental misunderstanding of how you were supposed to use Mr. Invincible.

I alluded to this last week when I talked about Great Nature, but Mr. Invincible was effectively the go-to boss card for stub clans. You could use him as a Nova Grappler boss to great effect, but Nova Grappler was lacking in counterblasts that would actually call for that; you had Magician Girl Kirara and Genocide Jack, and that was about it. The real purpose of Mr. Invincible in the game's first four booster sets was to enable playing counterblast- or soulblast-heavy stub bosses like Hell Spider or Rue. In Megacolony that manifested as countercharging every turn for your Karma Queen and Hell Spider rearguards, (and post-BT02, Lady Bomb) making them into functional counterblast 1s to paralyze a unit. You supported this with Dogu Mechanic and Hungry Dumpty, making Nova Grappler the "generic" support of choice for unfinished clans. Invincible on vanguard, stubs on rearguard.

If you were really feeling it, you could even set Madame Mirage as your FV. Aside from flavor, there were two reasons to do so; the first was to feed your grade 3 vanguard's skill (megablast for Mr. Invincible/soulblast draw for Master Fraud after BT02) and the second was that running non-Nova grade 1s meant having a bad time if you used Battle Raiser.




So like Great Nature, Megacolony began as a Mr. Invincible offshoot. Access to his countercharge enabled you to dedicate the deck space to Karma Queen and Hell Spider, with Bloody Hercules as an aesthetic choice over using King of Sword as your 10k vanilla. Access to countercharging made it much more manageable to spread the paralyzing skills throughout the game and repeatedly lock down the opponent's front row attackers and vanguard booster. (Long before Link Joker came into being, Megacolony had already defined the core of a "triangle lock.") You didn't have access to perfect guards until BT02: Onslaught of Dragon Souls, but neither did mainstream Nova Grappler.

BT02 brought with it perfect guards for the Nova Grappler end of the deck, and Lady Bomb and Master Fraude for the Megacolony end. Now you had more ways to paralyze/retire, and an alternate grade 3 that would let you utilize all that soul Mr. Invincible was building up. A contemporary option was to splash various stub clans together inside the Mr. Invincible build, so that you could have (for example) Voidmaster, Highspeed Brakki, Lady Bomb, Chigasumi, Karma Queen, Dreadmaster, Aermo, and Gojo all in one deck. These kinds of hybrids are today the purview of Extreme Fight, but back in the BT01~02 era they were a kind of high-risk high-reward deck that lacked the grade 3 punch of pure builds but otherwise had more versatile rearguard lineups.

BT04 brought with it a shift as Megacolony moved from a stub clan for collectors and into the realm of full support. Like Shadow Paladin and Dimension Police in the same set, the clan was given a generic ride chain rather than its own unique First Vanguard, but received arguably the best version of it as its grade 2 in the chain had a no-cost on-hit paralyze rather than a counterblast-intensive on-ride or a setup-dependent draw skill. Some Megacolony decks would even continue to use this version of Giraffa long after they had abandoned the ride chain, in a similar fashion to how Link Joker would later use Mobius Breath Dragon.

In total the there were four grade 3s by this time that Megacolony wanted on the vanguard circle: Hell Spider, Master Fraude, Evil Armor General Giraffa, and Death Warden Antlion.

Hell Spider and Master Fraude we've touched on already. Their major assets were their 3k power bonuses, with Spider offering another option to paralyze an opponent's rearguard, and Fraude giving an on-hit soulblast 3 to draw effect that made effective use of the extra soul from not having a Forerunner FV, provided you weren't going to use Giraffa at all. (You would miss out on the 11k base otherwise, as Giraffa needed his grade 2 form in the soul to maintain it.)

Megacolony got a bad rep for intercept and calling over paralyzed units overcoming its primary mechanic, but that discourse totally ignored its interactions with vital on-attack units. Picture for a moment the nightmare of the Megacolony-Great Nature matchup at this time; intercepting the Binoculus Tigers was almost never an option in this format. In kind, hitting the Storm Riders in Aqua Force, or the Silent Toms in Oracle Think Tank was a genuinely paralyzing play, precisely because these units were not easily replaceable with anything but themselves.

One of the unsolved questions of the format was what to do with Evil Armor General, Giraffa. (Or as we knew him then, Wicked Shell Shogun, Giraffa.) Giraffa provided an 11k body to work off of, and an on-hit field reduction skill that made optimal use of Violent Vesper and early game trash boosters that could then be replaced by Stealth Millipede and Karma Queen, but he was also only capable of exaggerating an existing situation, not improving it in any form. Against the top decks of the day like Alfred Royals and Tsukuyomi, a -2 to both of you would end in their favor. You would have to hit 2 Vespers 1 Water Gang and the ride chain to keep up with the advantage generated by the Tsukuyomi line. It wasn't much of an option to run Vesper outside of Giraffa, because this was the only build in which you could use the ride chain to freely swap Vespers for Giraffas as a form of security against having to ride a 9k base.

Antlion was especially overlooked compared to the other Megacolony grade 3s, in large part because his megablast wasn't particularly good. In a deliberate Antlion-Master Fraude deck he could gradually give you enough soul for a second Fraude soulblast, but stopping all rearguards from standing with his counterblast 5 soulblast 8 was nothing compared to the likes of Mr. Invincible's field-stand, Robert functionally retiring 3 units, or Stil Vampir turning the opponent into a grade 0.

Where Antlion was eventually embraced was in the Machining deck, first realized in Extra Booster 01: Comic Style Vol. 1. The Machining cards each revolved around having cards with "Machining" in the soul, and so Antlion's random soulcharges were used as the next-best thing to follow its main boss, Machining Stag Beetle.

Stag Beetle was the first time a Megacolony boss was uncontroversial. On-ride he superior called two Machinings from the soul and gained power equal to their base power; this would then be comboed with the subclan's unique FV, Machining Worker Ant, which did not possess the Forerunner skill but on-place could stand a Machining rearguard. With two opportunities to get a second Machining in the soul from Machining Hornet and Machining Mantis, the subclan was functionally like a ride chain that didn't give you the negatives of missing your grade 1 ride. You were nearly guaranteed to have a +2 on-ride and half your field full.

The weakness of this was that there was no way to get Worker Ant back in the soul, so you couldn't repeat the feat by reriding Stag Beetle, though you could do it just to gain power from calling out the previous copy. The deck had a strong early game, and an endgame if you could get to it, but struggled to cultivate a midgame. The best you could do was ride Antlion and try to randomly soulcharge one or more Machinings before transitioning back to Stag Beetle.

That was eventually fixed with a promotional card, Machining Armor Beetle, distributed between after BT10. Armor's skill was that on-place you would suck one of your Megacolony rearguards into the soul to paralyze an opponent's frontrow unit, making him a Megacolony version of Fiendish Sword Eradicator Chou-ou. Now you could ride Armor Beetle for your grade 2, paralyze a unit, then ride Stag Beetle for grade 3 and call out Armor Beetle and Ant to stand Armor Beetle, using Armor's skill to send Ant back to soul and paralyze again. The turn after you would ideally ride a second Stag Beetle to bring out the previous Beetle or another Machining unit with Ant, and use Ant to stand that. It was an incredibly efficient way to utilize multiple grade 3 rides, bouncing the Ant in and out of the soul to benefit from gaining new rearguards while locking down the opponent's key beaters. You could conserve more shield through cheap paralysis than you could through a crossride.

That's skipping ahead to the end, though. Back before Comic Style ever hit, Megacolony had to run a rainbow trigger spread and the Giraffa ride chain, a vanilla FV, or a trigger as their starter. (Yes, some fighters did this just to take a Stand out of the deck.) BT04 left Megacolony with a legendary rearguard lineup; most cardfighters if they had an idea of what Megacolony did at this time knew it had great grade 2s and not much else. We had Elite Mutant Giraffa as the best of the BT04 ride chain grade 2s, then Water Gang as a cheap single Rare Maiden of Libra clone, and Tail Joe as an always-active 11k attacker. On the subclan side of things, Giraffa had Iron Cutter Beetle for a 12k attacker, capable of making 20k columns with Phantom Black.

The grade 1s were less impressive--I think I used Gloom Flyman's skill exactly once in a year and a half--but it did give us Stealth Millipede, a 10k vanguard-only booster for while the opponent's rearguards were at rest. This was tied with Evil Shade for the best such booster in the game at the time, and wouldn't be rivaled again until soulblast boosters first began spreading outside of Lionmane Stallion in BT05.

The full body of Megacolony entered in a world that was already hostile to its core mechanics, as they were seen as underpowered and overcosted. But in reality the clan had an incredible lineup at low rarities by the standards of the format; Hell Spider and Master Fraude both had an easy time of it making a rare 21k center lane that other clans struggled to do the same for. Royal Paladin could only make a costless 21k center with Soul Saver Dragon or Lohengrin-Pegasus Knight, while doing it with Gancelot, Alfred, or Galahad required Margal and/or counterblast spent. Kagerо̄ could only achieve it through Dragonic Overlord's CB3 or Amber Dragon Eclipse's CB2.

Oracle Think Tank had Amaterasu and CoCo, who were both far more conditional than Hell Spider or Fraude. Nova Grappler could only do it by resting units with Cosmo Lord, Dimension Police needed to use Cosmo Beak or Masked Police Grander, Granblue had to mill with Evil Shade, and Spike Brothers only had General Seifried.

Dark Irregulars and Pale Moon were the two other clans with similarly-free centers, and this was only possible by way of the setup-intensive Amon and Barking Manticore, or through Stil Vampir with a Doreen behind him. On top of the rearguard lineup and powerful center, most clans required numerous Triple Rares to complete. Yet if you wanted to go the Hell Spider-Fraude route rather than full Giraffa you could have a fully competitive Megacolony deck where the only cards above R rarity were your perfect guards and one copy of Elite Mutant.

(Consider this; Dark Metal Dragon was the primary grade 3 for Shadow Paladin at this time, with Phantom Blaster teched foremost for his vanilla 11k and to avoid acccidentally riding Badhabh Caar. Megacolony had all the advantages of Dark Metal but with actual skills attached to their grade 3s, and not at RR rarity.)

The clan had everything it needed to compete, numbers-wise. An 11k base for defense, two other grade 3s with rearguard blasts that became 21k attackers, a 10k booster so that your 11k base could also become 21, effective 11k attackers, basic card advantage, and readily accessible control skills at both grade 1 and 2. Even once crossrides hit, Hell Spider/Master Fraude hit the magic 23k with Stealth Millipede, and by then the Machining subclan had already debuted with the first easy 12k attackers and 10k boosters ahead of Blaster support.

So what made them bad? Or rather, why did the community think Megacolony was bad when it had incredible versions of a ton of cards?

Beyond the problems of first impressions with Hell Spider and Lady Bomb, the community was unimpressed with Giraffa. It was an on-hit CB2 to -2 both fighters. The design intent was probably to have the Megacolony fighter build up first with Vesper and Water Gang, but Gang was a cumbersome way to implement draw power in a deck that sorely needed it to capitalize on Giraffa. They were also forced to run rainbow triggers at a time when there was a serious stigma against Stands and a somewhat ludicrous insistence that 12 Critical was the only competitive deck option. (Nevermind the fact that this was completely impossible for many decks.) Comic Style Vol. 1 giving them an option for 8 Crit 4 Draw may have been too little too late, as the fandom had already passed judgement on bugs as a deck.

The core mechanic of paralyzing units was also hard to sell fighters on up until Megacolony Battler B and Machining Armor Beetle promos debuted well after the clan's initial run. Battle B was a unit they probably should have had to start with, a grade 1 that could pay counterblast 1 after an attack it had boosted hit a vanguard, to paralyze any of the opponent's units.

In the Japanese format Battler B was late to the party, but in the English format it debuted ahead of the main body of support, not as a promo card but as an additional Rare in BT04: Eclipse of Illusionary Shadows. This actually hurt Shadow Paladin cardfighters the most, as the additional Rares took spots from Blaster Dark on the uncut factory sheets, making him a 0~1 per box card and bumping his price up to $8 on release.

The modified release order for the international game went BT01 > BT02 > BT06 > EB03 > BT03 > BT07 > BT04, hence some fighters were holding on to Megacolony cards for quite some time before the clan was formally playable as a full deck.

Extra Booster 3 brought with it two new grade 3s and a host of supporting rearguards. Martial Arts Mutant Master Beetle essentially replaced Giraffa as the go-to 11k of the clan, as he functionally had no condition to his 11k in a pure Megacolony deck. His limit break was unimpressive; on-attack counterblast 3 to paralyze 2 units. It was technically less expensive than Hell Spider or Karma Queen, but the limit break didn't exactly make Master Beetle the default deck. In the Japanese format Master was paired with Machining Stag Beetle as the next-best-ride, or alternatively played as his own build with Lady Butterfly, while in the English format Master was used to give the Giraffa deck an endgame after the opportunity for Giraffa to hit had passed.

Bewitching Officer Lady Butterfly was a generic grade 3 12k attacker that nonetheless found herself widely played. She was the means by which you would use Battler B and Pest Professor Mad Fly (Aermo clone) in a format with crossrides, and she wasn't exactly a bad ride either since she was still a 22k with Stealth Millipede behind her.

Alongside this terrible duo came Toxic Trooper and Toxic Soldier, units that could not be intercepted. The idea was that this would eliminate one convenient means of dealing with paralyze. The opponent would reserve their perfect guards for the Stealth Millipede-boosted vanguard and normally intercept rearguards, letting the Troopers fit in naturally by blocking off that route of defense.

The final contribution from this set was the First Vanguard, Megacolony Battler C. This was vital for being Megacolony's first Forerunner grade 0, attached to an on-hit counterblast 1 to send itself to the soul and paralyze an opponent's rearguard. Whether or not you ran it depended entirely on whether or not you were playing the Machining subclan or something else.

As a direct consequence of EB03 coming before BT04 in the English format, this card essentially killed the Giraffa ride chain as it had been known in Japan. Giraffa cardfighters in English instead played Battler C with Elite Mutant for a mean on-hit combo that could paralyze an entire column early in the game.

For a time, Megacolony went quiet. Comic Style hit in English after EB03, and the support was complete on both sides of the water. The clan would not find new cards again until BT15: Infinite Rebirth, eight months after Cavalry of Black Steel for Japan and eighteen months after Comic Style Vol. 1 for English. And it was at this point that Megacolony changed.

It had to change; Link Joker effectively coopted its entire mechanic, fulfilling the same function with Lock that Megacolony had sought to with paralyze, and in response R&D retooled its successors around stopping the vanguard from standing and making paralyze cheaper and faster compared to Lock. There was no way that Megacolony could stare down the increased power scale of the new format and keep on trucking away with Master Beetles.

So at the end of the day, what was the greatest Megacolony deck of this period? The most persuasive answer is likely Machining Stag Beetle. Having an on-ride +2 transferable via Armor Beetle into a +1 with paralyze, and the ability to repeat that maneuver to reduce the opponent's ability to fight back over the course of a game, was generally better than what was on offer from Hell Spider. The deck continued to be playable essentially until the moment late Nebula Lord/early Chaos Breaker outmoded a huge swathe of power-focused rearguard-centric decks, and would eventually find renewed life as Machining became a bigger and bigger focus of the clan as a whole.

V-Extra Booster 01: The Destructive Roar will see Megacolony reimagined as a Protect clan, with Machining Stag Beetle returning to the fore in June for Japan and July for the rest of the world.

Long live the Queen.


V-EB01: The Destructive Roar card listing

Their roar will destroy the world!
To be updated as new cards are revealed.

Release dates: 06/29/18 (JPN) 08/03/18 (ENG)
MSRP: 300 yen per pack, 3600 yen per box (JPN)
Sneak Peak prerelease date: 07/27/18~07/29/18 (ENG)
The set's tagline is "Their roar will destroy the world!"

Contains cards for Spike Brothers, Tachikaze, and Megacolony. You can build a complete deck for each clan in the set, including First Vanguards and Trigger Units.

Contains 66 types of cards; 3 Vanguard Rare, 6 Triple Rare, 9 Double Rare, 15 Single Rare, and 33 Commons. Further features 3 Special Vanguard Rare and 3 Origin Rares. Each pack contains 7 cards, 2 cards in every pack are Single Rare or higher. 1 display box contains 12 packs.

Each case contains case toppers of Poison Sickle Mutant Deity Overwhelm, Great Villain Dirty Picaro, and Absolute Ruler Gluttony Dogma. These cannot be used in Standard format.

General Seifried (V-EB01/00?)
  • Imaginary Gift: Force
  • Illustrated by HMK84

Ravenous Dragon, Gigarex (V-EB01/00?)
  • Imaginary Gift: Accel
  • Illustrated by DaisukeIzuka

Machining Spark Hercules (V-EB01/00?)
  • Imaginary Gift: Protect
  • Illustrated by ToMo

Machining Stag Beetle (V-EB01/00?)
  • Illustrated by Tanimeso
Tachikaze Triple Rares

Tyrant, Deathrex (V-EB01/004 RRR)
  • Imaginary Gift: Accel
  • AUTO [Vanguard/Rearguard Circles]: When it attacks a vanguard, [Cost: Soulblast 1, retire 1 of your other rearguards] choose 1 of your opponent's rearguards in the front row, retire it, and for every card in the Equip Gauge of the unit retired for this cost, this unit gets Power +10000 until the end of that battle.
Spike Brothers Triple Rares

Juggernaut Maximum (V-EB01/006 RRR)
  • AUTO [Vanguard/Rearguard Circles: When placed, this unit gets Power +10000 until end of turn. 
  • AUTO [Rearguard Circle]: At the beginning of your main phase, [Cost: Put this unit into your soul] Search your deck for up to 1 "Juggernaut Maximum", call it to a Rearguard Circle, and shuffle your deck.
  • Imaginary Gift: Force
Megacolony Triple Rares

Machining Mantis (V-EB01/009 RRR)
  • AUTO [Vanguard/Rearguard Circles]: When placed, [Cost: Counterblast 1] look at 6 cards from the top of your deck, reveal up to 1 grade 3 from among them and add it to your hand, shuffle your deck, and this unit gets Power +6000 until end of turn.
Tachikaze Double Rares

Assault Dragon, Blightops (V-EB01/010 RR)
  • AUTO: When it is retired from Rearguard Circle, [Cost: Counterblast 1] put up to 2 cards from this unit's Equip Gauge into your hand.
Sonic Noa (V-EB01/011 RR)
  •  AUTO [Rearguard Circle]: When it boosts a rearguard, place the top card of your deck face-down as the boosted unit's Equip Gauge. 
  • AUTO [Vanguard/Rearguard Circles]: When its attack or an attack it boosts hits a vanguard, [Cost: Retire 1 of your other rearguards] draw 1 card.
Archbird (V-EB01/012 RR)
  • CONT: Sentinel (You may only have up to 4 cards in your deck with "Sentinel") 
  • AUTO [Guardian Circle]: When placed, [Cost: discard a card from your hand], and one of your units cannot be hit until end of that battle.
Spike Brothers Double Rares

Cheer Girl, Marilyn (V-EB01/015 RR)
  • CONT: Sentinel (You may only have up to 4 cards in your deck with "Sentinel") 
  • AUTO [Guardian Circle]: When placed, [Cost: discard a card from your hand], and one of your units cannot be hit until end of that battle.
Megacolony Double Rares

Machining Mantis (V-EB01/017 RR)
  •  AUTO [Vanguard/Rearguard Circle]: When its attack or an attack it boosts hits a vanguard, look at 6 cards from the top of your deck, reveal up to 1 grade 3 from among them and add it to your hand, and shuffle your deck. If you added a card to your hand, and if this unit is on Rearguard Circle, put this unit into your soul.
Paralyze Madonna (V-EB01/018 RR)
  • CONT: Sentinel (You may only have up to 4 cards in your deck with "Sentinel") 
  • AUTO [Guardian Circle]: When placed, [Cost: discard a card from your hand], and one of your units cannot be hit until end of that battle.
Spike Brothers Rares

High Speed, Brakki (V-EB01/025 R)
  • AUTO [Rearguard Circle]: When placed, this unit gets Power +10000 until end of turn. 
  • AUTO [Rearguard Circle]: At the beginning of your main phase [Cost: Put this unit into your soul] search your deck for up to 1 "Highspeed Brakki" call it to Rearguard Circle, and shuffle your deck.
Wonder Boy (V-EB01/027 R)
  • AUTO [Rearguard Circle]: When placed, [Cost: Put 1 card other than a grade 1 from your drop zone to the bottom of your deck] This unit gets Power +5000 until end of turn. 
  • AUTO [Rearguard Circle]: At the beginning of your main phase, [Cost: Put this unit into your soul, search your deck for up to 1 "Wonder Boy" call it to a Rearguard Circle, and shuffle your deck.

Megacolony Rares

Bloody Hercules (V-EB01/030 R)
  • AUTO [Rearguard Circle]: When placed, [Cost: Soulblast 1] this unit gets Power +6000 until end of turn. 
  • AUTO [Vanguard/Rearguard Circles]: When its attack hits, Countercharge 1, and 1 of your units gets Power +6000 until end of turn.

Phantom Black (V-EB01/032 R)
  • AUTO [Rearguard Circle]: When it boosts, [Cost: Discard 1 card from hand] this unit gets Power +6000 until the end of that battle, and your opponent cannot call normal units from hand to Guardian Circle.

Tachikaze Commons

Heavy Artillery Dragon, Sharangastego (V-EB01/034 C)
  • ACT [Vanguard/Rearguard Circles]: [Cost: Counterblast 1, retire 1 of your other rearguards] All of your "Heavy Artillery Dragon, Sharangastego" and "Sharp Blade Dragon, Refilstego" on your Vanguard and Rearguard Circles get Power +10000 until end of turn.
Savage Raider (V-EB01/035 C)
  • AUTO [Rearguard Circle]: When placed from your hand, place 1 card from the top of your down face-down as Equip Gauge for 1 of your rearguards. 
  • AUTO [Rearguard Circle]: When it attacks a vanguard, you may move any number of Equip  Gauge from 1 of your units to 1 of your rearguards. 
Sharp Blade Dragon, Refilstego (V-EB01/036 C)
  • ACT [Vanguard/Rearguard Circles]: [Cost: Counterblast 1, retire 1 of your other rearguards] All of your "Heavy Artillery Dragon, Sharangastego" and "Sharp Blade Dragon, Refilstego" on your Vanguard and Rearguard Circles get Power +10000 until end of turn.
Assist Pteryx (V-EB01/037 C)

Spike Brothers Commons

Front Line Commander, Sigiswald (V-EB01/045 C)
  • AUTO [Rearguard Circle]: At the beginning of your main phase, [Cost: Put this unit into your soul, put 1 card from your drop zone on the bottom of your deck] Draw 1 card, and Countercharge 1.

Satanic Middle Guard (V-EB01/047 C)
  • CONT [Guardian Circle]: During the battle your grade 3 is attacked, this unit gets Shield +10000.
White Tight End (V-EB01/048 C)
  • AUTO [Rearguard Circle]: When it attacks, if the number of your rearguards is 4 or greater, this unit gets Power +10000 until the end of that battle.
Funky Bazooka (V-EB01/049 C)
  • AUTO [Rearguard Circle]: When your other rearguard is placed in the same column as this unit, this unit gets Power +5000 until end of turn.
Megacolony Commons
Nasty Smog (V-EB01/057 C)
  • CONT [Rearguard Circle]: All of your opponent's units on the same column as this unit cannot intercept. 
  • CONT [Rearguard Circle]: During your opponent's stand phase, all of your opponent's units in the back row of the same column as this unit cannot Stand.
Burner Ant (V-EB01/058 C)
  • ACT [Rearguard Circle]: [Cost: Rest this unit] Choose 1 of your opponent's rearguards in the same column as this unit, and move it to one of your opponent's empty Rearguard Circles. 
  • ACT [Rearguard Circle]: [Cost: Discard 1 card from your hand] Stand this unit, and it gets Power +5000 until end of turn.
Karma Queen (V-EB01/059 C)
  • AUTO [Rearguard Circle]: When placed, [Cost: Rest this unit] choose 1 of your other rearguards, and it gets Power +10000. If you chose a rearguard, at the end of that turn, put that unit into your soul, and Countercharge 1.
Jocular Cicada (V-EB01/061 C)
  • CONT: When this unit is called to Rearguard Circle, call it as Rest. 
  • AUTO [Rearguard Circle]: When it attacks, during that battle, this unit's Power is multiplied by 3, and at the end of that battle retire this unit. (Power received from boost is included.)

Today's Card Analysis: Little Sage, Marron

Marron Aichi's coming back.
April 5th, 2018. The Japanese card of the day is the Little Sage, Marron. A Double Rare from V-BT01: UNITE! TEAM Q4!, this Marron acts as an easily-repeatable 11000-power booster that can develop card advantage by working off of the skills of other cards.
AUTO [Rearguard Circle] Once per turn: When your other rearguard is placed in the same column as this unit, by paying [Counterblast 1], draw 1 card, and during that turn this unit gets Power +3000.
Marron's once-per-turn skill is a net +1 when calling units normally from hand, but it also enables combos with any units that superior call from the deck, or that draw after calling through their skill. Knight Squire Allen and Alfred Early both do the latter, calling a card from hand and then drawing; thus on one turn we can use Allen's skill to call Marron from hand to draw, then when we ride Alfred Early next turn we use his own skill to bring out Blaster Blade on the same column as Marron, and draw 2. The downside to these types of plays is that Marron's skill only turns himself into an 11k booster for the turn for a 21k total, whereas Wingal can boost Blaster Blade all the way up to 23k, and the new magic numbers revolve around 13k bodies. In offense Marron with Blaster Blade is functionally identical to the basic 18k column.

One issue that will be apparent to long-time Royal Paladin cardfighters is just how counterblast intensive this new deck is shaping up to be. The extended play described above involves counterblasting 4 across two turns, and that's without knowing what Blaster Blade's costs will be. (If that cost follows Nehalem, it could be as high as CB2.) Without a reliable way to countercharge, managing damage will quickly become difficult in the new Royal Paladins.

His reliable draw effect makes Marron an instant staple for Royal Paladin decks, but it also raises questions of how to balance the new Royal grade 1 lineup. We can always choose to run a very 2011-esque lineup of 14 grade 1s:
Grade 1
x4 Strong Knight, Runoria (Perfect Guard)
x4 Little Sage, Marron
x3 Knight Squire, Allen
x3 Wingal
However, to run the optimal grade ratios of 13-11-9 or the majority-preferred 13-12-8, we would need to find a way to cut space while still getting consistent access to Marron, Allen, and Wingal. In terms of overall priority, Marron has precedent over Allen for being able to reuse his skill turn after turn and becomes better the sooner you draw him due to his skill not being on-place, whereas with Allen you may have to refrain from putting him down in order to be able to use his effect later. Wingal has the lowest priority despite giving the better boost, because card advantage trumps raw numbers, and he's specific to one grade 2 that on average we draw 2 copies of per game.

Thus we arrive at something like this:
Grade 1
x4 Strong Knight, Runoria (Perfect Guard)
x4 Little Sage, Marron
x3 Knight Squire, Allen
x2 Wingal
With both builds Marron and Allen edging Wingal out is unfortunate, but it's debatable if we even should be running 2 of him over Allen when Allen is compatible with a broader range of units. You could just as easily run 4 Allen and 1 Wingal. Time will tell as more units are unveiled.

The Little Sage Marron is illustrated by Yamazaki Nanae, who also illustrated the original Little Sage Marron in 2011.

The previous Japanese card of the day was the Prowling Dragon, Striken.

V-Booster Set 01: UNITE! TEAM Q4! will launch in Japan May 25th, 2018, and in English June 22nd, 2018. It will be preceded by V-Trial Deck 01: Sendou Aichi, and V-TD02: Kai Toshiki, launching in Japanese May 11th, 2018, and in English June 8th, 2018. Both Trial Decks will be accompanied by a new sleeve based on the "Imaginary Gift" design. The accompanying new anime series, codenamed "Origin," will begin airing May 5th, 2018, on TV Tokyo and affiliated stations. It will be simulcast with English subtitles on YouTube and Crunchyroll.

Wednesday, April 4, 2018

Today's Card Analysis: Prowling Dragon, Striken

The Japanese card of the day is a single Rare from V-BT01: UNITE! TEAM Q4, Prowling Dragon Striken. A Kagerо̄ unit first introduced in chapter 5 of the manga, Striken went almost unchanged in the transition from the original TCG to Standard. A slight buff to his skillset makes him more palatable to Kagerо̄ cardfighters, but it comes with a trade-off.
CONT [Vanguard Circle]: This unit cannot attack.
AUTO: When you ride a grade 3, by paying [Counterblast 1], draw 1 card, and during that turn 1 of your vanguards gets Power +5000/Critical +1.
In exchange for giving up a drive check and an attack on your grade 2 turn, Striken makes it back up to you with a draw and an extra critical. This might seem like a straight negative at first--after all, you're giving up a potential damage and trigger just to get it back for a counterblast next turn--but the real asset of Striken is how he interacts with the recently-revealed Dragonic Overlord. Overlord's once-per-turn skills respectively give him a 10k buff and the ability to restand after his attack has hit; combine this with Striken and you have a 28k 2 critical vanguard with an opportunity to deal 4 damage in a single turn before factoring in actual triggers. Historically speaking, Striken was used in a similar way late in the life of the 2011 Overlord-Goku deck, one of the earliest competitive Kagerо̄ decks.

The downside to this is that it's easily stopped with a perfect defense card, but it's also a very cheap maneuver that rids the opponent of one of (on average) two they'll see from their playset. Versus Accel and other Force decks, staring down an Overlord that will so easily end the midgame and send them straight to the late is devastating; on the other end of the spectrum, Protect clans are likely to shrug off the play as a direct result of having double-or-more the number of perfect guards. The loss simply isn't as significant in a draw-heavy deck that gets another Sentinel unit every time it rides a grade 3. Those matchups are more likely to play out like the Tsukuyomi-Goku slow grind of the BT03 days.

One element of Striken that was lost in the transition is his defensive value. In both the original manga and card game, Striken was envisioned as a unit that gained power when attacked by unboosted units, preventing the opponent from rushing him down while his fighter's hand was still low from not attacking the previous turn. Striken now replenishes your hand for a cost, but being a base 10k isn't as walling as it was in the old format. (We currently know of only one 9k grade 2.) For a totally clean transition from EB01, Striken would need to be an 11k base that also gained power while being attacked--instead he gives us compensation on our lost card advantage, which is a bit messier since the cards conserved from not having to guard could very well be greater than simply maintaining the same level of card advantage.

There's also the issue that Striken hasn't totally scaled with the power of the game. The old Striken was essentially a guaranteed critical trigger in exchange for a dead turn, but the new Striken only gives half as much power as an actual crit. And while Striken is designed to be a strategic investment, whether or not that investment will pay off is at least partially matchup dependent, which isn't something you want to hear when said "investment" involves the real possibility of having only one ride option for the turn.

One upshot of the card is the role it plays in counterblast denial, particular when going first. The new format has already shown us cards like Knight Squire Allen and Alfred Early that use their counterblast skills on-place, and encourage conserving cards to call at the right moment rather than immediately rushing in. Leaving the opponent at 0~1 damage for a turn forces them to pace their deck and pinch those on-place skills rather than spam them, as well as choose between cards like Allen and Jarron. The alternative is that they choose to lose their opportunities to gain card advantage and switch to vanilla attacking--all because you rode a grade 2 that gives you the "benefit" of skipping a turn.

Cruel Dragon, a grade 3 that could be ridden during the main phase if an opponent's rearguard was retired.
There are some unresolved questions brought on by the relatively unknown card pool of BT01. For example, at this time we don't know if Cruel Dragon is going to get remade inside 2018. Having access to a grade 3 that can superior ride and bypass your grade 2 turn to negate the loss of an attack would make this incarnation of Striken a net +1 rather than a neutral exchange. These are questions that will have to be addressed as we go.

Prowling Dragon Striken is designed by Itou Akira and illustrated by Kogaratsu, who also illustrated its card for Comic Style Vol. 1. The previous card of the day was the Knight of Silence, Gallatin.

V-Booster Set 01: UNITE! TEAM Q4! will launch in Japan May 25th, 2018, and in English June 22nd, 2018. It will be preceded by V-Trial Deck 01: Sendou Aichi, and V-TD02: Kai Toshiki, launching in Japanese May 11th, 2018, and in English June 8th, 2018. Both Trial Decks will be accompanied by a new sleeve based on the "Imaginary Gift" design. The accompanying new anime series, codenamed "Origin," will begin airing May 5th, 2018, on TV Tokyo and affiliated stations. It will be simulcast with English subtitles on YouTube and Crunchyroll.

Front Triggers have 15k shield, Monthly Bushiroad reveals new playmat at Vanguard Festival


April 4th, 2018. The latest issue of Monthly Bushiroad magazine shows a special playmat that will be available at the festival for 3000 yen (approx. $28 US) based on the Cray Chronicle Notes Beginning anthology that will also be available for purchase at Vanguard Fest. The artwork focuses on the King of Knights Alfred and Blaster Blade facing off with Dragonic Overlord, emphasizing the "beginning" focus of the anthology. There will also be a pair of clear files based on Cray Chronicle key art available for 800 yen, and a version of the two items packaged together.

A Q&A on Front Triggers clarifies that only units in the front row at the time the trigger is checked will gain the 10k power boost. If a unit is moved to the front row from the back afterwards, or if a new unit is called to the front row, it won't receive the power.

The sample trigger presented is Turbo Raizer, a Front Trigger for Nova Grappler. Turbo Raizer is shown with 15000 shield, the same as what the new Critical Triggers possess in the Standard format. Previously some had speculated Front Triggers would have just 10k shield, putting them between Draw (5k) and Critical Triggers in defense value.

Another page from the magazine previews an illustration from the AKR (Akira) booth at the Vanguard Festival. Franchise creator Itou Akira created the illustration reimagining Sendou Aichi as a racecar driver and Tokura Misaki as a race queen. Itou will be the feature of a panel at the AKR booth, though the specifics of it are unstated. At past panels he's done autograph signings and drawing demonstrations.

This is far from the first time Itou has used the characters like this; in the past Bushiroad even secured an officially-licensed crossover promotion with the 2013 Ender's Game movie, and Itou drew the cast at the film's Battle School as part of it. (The full version of this illustration can be found at the beginning of volume 7 of the English Cardfight!! Vanguard manga.)

Sample section of the promotional artwork.

Monthly Bushiroad leaks TD01 and 02 decklists, refers to new unit "Auspice Falcon"

April 4th, 2018. The first images out of Monthly Bushiroad magazine have hit the net, revealing several details about the upcoming Trial Decks V-TD01: Sendou Aichi and V-TD02: Kai Toshiki. At the upcoming Great Vanguard Festival, Japanese cardfighters will be able to pick up hotstamped promo versions of the Trial Decks First Vanguards, Lizard Runner Undeux and Grime. These cards are printed in the style of current Special Parallels, so they have no boxes around their skill text. Undeux will be distributed on the first day of Vanguard Fest, April 29th, and Grime on the 30th. In terms of abilities and stats these two are identical to the versions distributed in the Stardrive and Crested Dragon Start Decks, but this is our first look at their unaltered background art.
Grime & Lizard Runner, Undeux
AUTO: When you ride over this unit, draw 1 card.
The issue also includes a comparison of the new Trial Deck cards with their original series counterparts. Below you can see V-TD01 Wingal compared to the TD01 Wingal of seven years' past. The full deck list for V-TD01: Sendou Aichi includes a new unit that we have yet to see revealed, Auspice Falcon.

Grade 3 (8 total)
x4 Alfred Early
x4 Stardrive Dragon
Grade 2 (11 total)
x1 Blaster Blade (Itou Akira art)
x3 Blaster Blade (Itou Mishou art)
x4 Knight of Silence, Gallatin
x3 Sage of Literary and Military Arts, Jarron
Grade 1 (14 total)
x4 Knight Squire, Allen
x3 Wingal
x3 Auspice Falcon
x4 Strong Knight, Runoria (Perfect Guard)
Grade 0 (17 total)
x4 Bringer of Good Luck, Epona (Critical Trigger)
x4 Flogal (Critical Trigger)
x4 Margal (Draw Trigger)
x4 Yggdrasil Maiden, Elaine (Heal Trigger)
x1 Grime (First Vanguard)


On the other hand, the deck list for V-TD02: Kai Toshiki only refers to cards that we have already seen:

Grade 3 (8 total)
x1 Dragonic Overlord (Itou Akira art)
x3 Dragonic Overlord (DaisukeIzuka art)
x4 Crested Dragon
Grade 2 (11 total)
x4 Dragon Armored Knight
x4 Dragon Knight, Nehalem
x3 Embodiment of Shield, Rahm
Grade 1 (14 total)
x4 Embodiment of Armor, Bahr
x3 Dragon Monk, Gojo
x3 Dragon Knight, Burj
x4 Guard Griffon (Perfect Guard)
Grade 0 (17 total)
x4 Embodiment of Spear, Tahr (Critical Trigger)
x4 Demonic Dragon Mage, Rakshasa (Critical Trigger)
x4 Red Gem Carbuncle (Draw Trigger)
x4 Dragon Monk, Genjou (Heal Trigger)
x1 Lizard Runner, Undeux (First Vanguard)

This month's issue of Monthly Bushiroad came with a Crested Dragon Start Deck with alternate artwork Dragon Knight Nehalems, while next month's will come with its Stardrive Counterpart.

V-Trial Deck 01: Sendou Aichi and V-Trial Deck 02: Kai Toshiki will launch in Japanese May 11th, 2018, and in English June 8th, 2018. They will be accompanied by a new sleeve based on the "Imaginary Gift" design. The first Booster Set of the Standard format, BT01: UNITE! TEAM Q4! will launch in Japan May 25th, 2018, and in English June 22nd, 2018.

The accompanying new anime series, codenamed "Origin," will begin airing May 5th, 2018, on TV Tokyo and affiliated stations. It will be simulcast with English subtitles on YouTube and Crunchyroll.


Tuesday, April 3, 2018

Today's Card Analysis: Knight of Silence, Gallatin

The Japanese card of the day for April 4th, 2018, is the familiar Royal Paladin vanilla Knight of Silence Gallatin from V-Trial Deck 01: Sendou Aichi. Gallatin hasn't stopped being a vanilla in the Standard format, but he has been tweaked slightly to reflect the updated game mechanics. In the old vanguard, the standard power for a grade 2 with a skill was 9000, and vanillas compensated for their lack of skills with 10k bases; in Standard the normal base power is 10k already, and vanillas instead have increased shield value, on par with grade 1s.

The additional 5k shield is potentially more significant than being an 11k base could ever be, as it synergizes directly with grade 2s' defensive role as interceptors. The majority of grade 2s have a shield value equivalent to half a trigger in the new format, due to triggers being retooled to grant +10k power rather than 5k. That doesn't necessarily guarantee vanillas a place as a staple in your deck, but it does give you a safe fallback when other options are undesirable for your build.

Because Gallatin is essentially unmodified from the Stardrive Dragon Start Deck, Royal Paladin fighters can keep using their alternate-background vanillas from the prerelease demos if they want. Bushiroad has not set any concrete dates for when English demos are to begin beyond "June," but the Japanese Spring Caravan began back in March and will continue to distribute Royal Paladin Start Decks through April 6th.

The previous Japanese card of the day was Vortex Dragon.

V-Trial Deck 01: Sendou Aichi and V-Trial Deck 02: Kai Toshiki will launch in Japanese May 11th, 2018, and in English June 8th, 2018. They will be accompanied by a new sleeve based on the "Imaginary Gift" design. The first Booster Set of the Standard format, BT01: UNITE! TEAM Q4! will launch in Japan May 25th, 2018, and in English June 22nd, 2018.

The accompanying new anime series, codenamed "Origin," will begin airing May 5th, 2018, on TV Tokyo and affiliated stations. It will be simulcast with English subtitles on YouTube and Crunchyroll.