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Wednesday, April 25, 2012

What clan are you?


Picture it in your mind. You are on the planet Cray. It is a terralike planet with six great Nations. You are the Field Marshall of the Vanguard battalion in your Nation's army. Your army is likely going to be a mostly homogeneous Clan made up of one of the many diverse peoples. And it's time to go to war.

Cardfight Vanguard is a game of warring Clans and Nations. Unlike most card games, it's highly balanced and skill based. Playing one deck because you like the art or fun things that it does, does not necessitate that you will lose just because it's unpopular or low-cost. Popularity of a deck is purely based on appeal in this game. Decks are almost always consistent of a pure Clan and nothing else. Some tech cards may be introduced for some builds, but most of the time, it's pure. So what Clan are you? Below, I provide a detailed analysis of the clans thus far and give insight into their strengths, weaknesses, and themes. The term "Winning Image" will be used to express a deck's overall goal. I have also done a "deep analysis" of each clan and even provide some starting builds for the avid enthusiasts.  



If you have a difficult time deciding what's right for you, click the button and try taking this questionnaire I created and get a suggestion! Be sure to read its disclaimer.


Royal Paladin. The most common deck type in Japan for the infancy of the game and one that's expected to be played at a consistently high popularity in the US (about fourth). Its aesthetic are Arthurian legends found in the Mabinogion and various other sources like a Matter of Britain. Units usually consist of some marriage between the concepts of medieval knights and futuristic plasma weapons and armor. Play style usually varies between ultra beatdown and consistency in all actions.Click the link for a deep analysis and deck lists.
Winning Image - Royal Paladin have, and will continue to get, tons of support that make many different Images available. In general, the idea is to use your units to either make lots of high-powered columns to whittle down an opponent's hand very quickly, or to populate the field and vanguard zone with consistently expected units for a very predictable result. The clan also contains some game-enders such as Soul Saver Dragon.
Strengths - Very consistent in getting their rides (and the proper ones) as well as getting what rear-guards you need, and for some builds: consistent at getting lots of high-powered columns. Mostly, they operate on synergy both in the deck and on the field.
Weaknesses - Depleting the Rear Guard completely shuts the deck down. Making them guard early and often from the hand further stops consistent plays. More specifically, killing key rear-guards such as Palamedes or sniping key boosters such as Snowgal, Borgal, and Toypugal can leave them high and dry.


Kagero, the Dragon empire. Another very popular deck and like the Royal Paladins (third), it is one of the "Big Four" in popularity. Expect this to stay popular throughout the life of the game due to its ease of starting. Kagero are a collection of mostly dragons and lizardmen (with some sparse human knights as well) that fit a mostly Persian and Iranian aesthetic. Click the link for a deep analysis and deck lists.
Winning Image - There are a ton and a half of viable builds for this clan. The general idea, though, is to constantly keep obliterating enemy units until they win by card advantage. This both alleviates pressure against them, allowing Kagero to win in the long run.
Strengths - Defense and control. Kagero cards often have effects that deplete the opponent's on-field Rear Guard very quickly. They have excellent management of their counterblast resources which allows them to squeeze out every advantage. This clan is almost entirely defensive as retiring units has next to no possible offensive uses. This is also the perfect clan to get rid of an opponent's key units.
Weaknesses - Kagero have no general weaknesses at all and are probably the most balanced deck in the game. Without a bad matchup and with a powerful advantage engine, Kagero are a tough opponent if you happen to rely on specific units to get your job done.


Oracle Think Tank. Another semi-popular clan and a mean contender at that. This deck was played by Misaki in the anime—a person with an eidetic memory. It's built primarily for players who have a lot of willingness to think and plan ahead. It does contain some lesser-thoughtful builds, but the general idea is to plan ahead. The aesthetic mostly consists of women of various cultures, usually sharing in common a fortune-telling or religious nature that are somewhat based on hitmen and mafia members as well. And lastly, sports gods from Shintoism and ancient Greece. Tying it all together, they're part of the "Oracle Think Tank" corporation which is possibly a nod to Bushiroad Inc. Click the link for a deep analysis and deck lists.
Winning Image - Oracle Think Tank is all about stacking the deck to never play the guessing game. They entirely eschew the notion of chance and randomness. Their winning image is to explode with card advantage and use the strengths of the player's memory to crush anything.
Strengths - Constant drawing and deck stacking. Given a sufficient aptitude, a player can remember every single card and stack the entire deck. They also have 'meh' offense but set up for Late game very well. The Divination skill allows a player the same probability to check a trigger in their Twin Drive as if they had a triple check. They also have one of the tankiest lineup of units for defense, specifically the ability to draw and have extra shielding.
Weaknesses - Extremely weak Early game in most builds. Rushing them is heavily effective as most of the decks can't guard or can't afford to guard early.


Nova Grappler, are overflowing with builds. They have a ton of viable cards in their pool and many creative things you can do with them. Some of their builds heavily focus on multiple attacks via spamming stands, some focus on spamming criticals, some focus on spamming draws. If I had to sum up Novas in one word, it would be "greed". The aesthetic consists of an underground world of aliens, battle-robots, and transformers that compete in a wrestling ring. Though hardly any of them resemble wrestlers so much as hardcore mecha and face-destroyers. Click the link for a deep analysis and deck lists.
Winning Image - Spam everything always forever. And ever. No, really. Keep spamming.
Strengths
- Re-flip damage zone to keep counterblasting. High powered attackers that repeatedly stand and continue their onslaught. Standing the vanguard for a sudden game ender. Many good defensive vanguards with costless or low-cost skills.
Weaknesses - Can sometimes rely on key cards, though the thing is the field is usually full of them so simply killing one or two doesn't always get the job done. If they rely on standing, an 11000 or higher vanguard might slow them down - if their formation isn't right. There aren't a whole lot of weaknesses here other than often relying on certain cards going together. Though that's usually its strength.


Dark Irregulars are a set of vampires, werewolves, and other horrors of the night that soulcharge like mad and have lots of builds to prey upon weakers foes. Specifically being rejects from other nations, they consist of psychic humans, succubi, demons, and shadow people as well.
Winning Image
- Spam the soul as fast as possible and abuse the hell out of powerful effects.
Strengths
- Excellent use of the soul and good resource management. They set up for Late game and become practically unstoppable. Their effects often grant power boosts and retirement of opponent's rear guards. One build can completely avoid all Limit Break effects.
Weaknesses - Extremely weak Early game. Like any Late game long-haul deck, these do not accel at keeping up early. They also run a huge risk of milling-out, so you can switch to a defensive stance and guard their attacks until they run out of cards. Very inconsistent at setting up and actually require lots of set up.


Megacolony is a set of giant mutant arthropods (not just insects) that set a new boundary for trolling your opponent. Click the link for a deep analysis and deck lists.
Winning Image - Shut. Down. Everything. Megacolony is the Madagascar of Vanguard. They don't close their port, they close every other port and stop it from sending out any boats.
Strengths - Ability to shut down decks hard if they rely on key cards. Very good at alleviating incoming pressure. Cause confusing bottlenecks for opponent's plays (which can also cause easy misplays). Has ability to shut down any card, while Kagero and Narukami are much more limited. Often have the stronger cards of "clones" they share with other clans. Pretty good late game if you save your sticky effects for then. Calling over trapped units makes it a strict plus for you.
Weaknesses - A bit underdeveloped, they lack some of the support other clans get like game enders. They play a very weak early game for the most part. Slightly overcosted in some ways. Have a hard time creating advantage engines, if at all. Trapping is easily countered with bouncing or standing effect heavy decks like Bermudas, Pale Moon, or Nova Grappler.


Nubatama are an incomplete clan that would have completely broken the game if they had been finished. If you think Kagero is trollerific, you have yet to see this clan in action. The four that exist consist of anthropomorphic shinobi. Click the link for a deep analysis and deck list.
Winning Image - Reduce the opponent to 1 or 0 cards extremely early and then attack freely. That's really it.
Strengths - Very fast deck that makes your opponent always have very bad decisions to make. They discard from your opponent's hand when you have less cards and power up when you have more cards. It's very hard to get around this deck when you play against it because it requires extreme precision and forethought.
Weaknesses - Exactly the weaknesses you would expect from an unfinished clan that needs hybridization,  namely: low synergy, inability to use their own triggers which causes misfires, and chance of either missing rides or being forced to use the wrong card to ride. Additionally, since there are so few cards, you can run out of them quickly. You must play expertly and think far ahead to properly place the units and get this deck working right.


Tachikaze are dinosaurs that are either part cyborg, wholly cyborg, or wearing a cybernetic suit. When a raptor in a jetpack is chasing you, I think it's time to run. Click the link for a deep analysis and deck list.
Winning Image - Unlimited Tank Works! Heavy guard that prolongs the game and is almost deterministic in creating advantage this way. Wins by outlasting the opponent rather than through some innate grab for power, damage, or obvious advantage.
Strengths - One of the easiest 3-stage Vanguards to set up in the game. Some units are anti-retire. Gain net shield increases eventually leads to a hidden card advantage engine that most players are unaware of and easily takes them by surprise.
Weaknesses - Very low support. A huge swath of very bad cards that you should not play. No 11000 defense vanguard so even all of the extra guarding won't help against 10000 power abuse. Higher-than-average chance to misride due to the inclusion of more Grade 0 cards.


Spike Brothers. Ah yes. What's not to love about a blood sport American football game played in a Mad Max dystopian apocalypse with Lovecraftian horrors and demons? Click the link for a deep analysis and deck lists.
Winning Image - Teamwork! Spike brothers tags out their units often—with a power boost—to make room for another one to come out during the same battle and keep the combos going. Very much about damage explosion.
Strengths - Spamlicious battle phases. The ability to attack 5 times per turn easily without breaking a sweat. Excellent Mid game that brings the pain and puts on heavy pressure all the way until the end. Using Seifried gives you many many more chances to check into absolute destruction. Rarely requires any boosters due to innate power effects and boosting makes them hit even harder. One-turn kill explosive final play. Easy early-game rushing.
Weaknesses - The explosive gambit is pretty easy to counter once you study it. Spike Brothers also lose card advantage quickly because many of their combo-extending effects require them to lose a card somewhere. It's easy to phase out of your trigger checks with them if you're not careful. Some builds rely on chance and are easy to misplay with. Very reliant on their tag-rearguards so getting rid of those can be devastating.


Granblue are the zombie pirates that resurrect any number of times and bring this game even more mind-numbing complexity (in deck creation anyway). This is definitely a deck for advanced builders. Click the link for a deep analysis and deck lists.
Winning Image - Stupendous rear-guard consistency. By milling, you set yourself up for a drop zone toolbox that brings you whatever you need to end the game.
Strengths - Did I mention reanimation? Because they reanimate. A lot. Several of their creatures are ridden or called directly from the drop zone and for tiny costs. They have lots of drawing effects that allows them to get very high on card advantage. Losing something to the drop is rarely threatening, and usually a help. Has a lot of tech to get through just about any situation. Access to very offensive trigger lineups.
Weaknesses - Can phase out of their trigger checks due to milling. One of few decks in danger of quickly losing due to self-mill (some builds). It's definitely not an autopilot deck and it can be very difficult to build properly, which is a weakness if your opponent isn't very adept. Quickly and often runs out of its resources such as soul and counterblasts due to constantly relying on effects that cost. No major game-ending plays or high powered skills.


Narukami are similar to Kagero and really don't differ much at all. This is the second-most popular clan in English. Unfortunately, Narukami doesn't yet have enough support to differ themselves much from Kagero. But they're far from a bad clan and they certainly look cool (who doesn't like awesome lightning stuff?). Their aesthetic is similar to Kagero in that it also can consist of dragons and snake people, and also has a Persian aesthetic, but focuses more on lightning. Click the link for a deep analysis and deck list.
Winning Image - Defenseive, control and force the opponent to misplay often.
Strengths - Kill lots of cards. That's really about it. Threaten to kill cards and kill cards.
Weaknesses - Having a terrible Grade 3 lineup after Vermillion. Not being all that different from Kagero's early release. Not being very good at any one thing.



Gold Paladin are similar to Royal Paladins in that they can fill up the field quickly. Except they make a trade off: faster field filling for less certain filling. In other words, lots of their effects make the card that gets called more random like Gigantech Charger. Currently leading by a landslide as the most popular English clan. Their aesthetic is a more "wild" warrior type but still based on Arthurian legend for the most part, and some are even the same units from Royal Paladins. Their aesthetic consists of Roman and French influence within their Arthurian mix.Click the link for a deep analysis and deck list.
Winning Image - Fill the field and hit often. Lots of final push cards (game enders) for Late game.
Strengths - Full field most the time. High-power cards or beefy game ending. Does have a toolbox consistency build with Garmore, which is also one of the best searchers in the game.
Weaknesses - Relies on chance which makes them horrifically inconsistent (every build except Garmore Toolbox), more even than Dark Irregulars. Often its game enders are somewhat lackluster compared to other that exist in the game. Often has very bad fields due to the random calls and are easily overtaken by consistency decks or rushdown.


Angel Feather are a toolbox clan similar to Granblue in that they use their damage zone to swap cards in their hand. They also have defensive effects. Their aesthetic are nurses and doctors with sex appeal. Click the link for a deep analysis and deck list.
Winning Image - Take damage to turtle up with power, and power up then unflip damage to keep it coming. Swap cards out if you don't have what you need.
Strengths - Can swap cards in the damage zone with ease which increases offense, defense, and can increase net shielding during the swap. Can effectively unflip damage by using the swaps. Prevents itself from losing cards that get damage checked. Very consistent due to having a toolbox, both for not miss-riding and getting what rear-guards it needs. Requires opponent to make one or more 17000 power columns just to hit decently.
Weaknesses - Supar offense against 11000 defense. It's hard to keep the pressure on with this clan when they don't have an exploitable 10000 vanguard. Can be difficult to play due to the highly techy nature.


Pale Moon are a toolbox clan similar to Spike Brothers or Dark Irregulars in that they use the soul as a fuel source for their effects. They consist of a "dark carnival" aesthetic with demon performers and otherworldly athletes. Click the link for a deep analysis and deck list.
Winning Image - Combo attack from the soul in an all-out onslaught of tag-team attacks. Use cards in the soul to power up your other units and deliver massive blows.
Strengths - Swap cards in the rear-guard with cards in the soul if an attack hits. Get tons of attacks and whittle the opponent's guard down quickly. Massive pressure early and often.
Weaknesses - Very reliant on the soul so getting in what you need is based partially on chance, making them slightly inconsistent. Consequently, they cannot use soulblasts or risk losing all of their utility. Taking out key-cards like Alice or Crimson Beast Tamer will cripple the deck by shattering all of its limbs into a thousand tiny pieces. Typically a very erratic win cycle due to the odd nature of its plays.


Bermuda △ are a clan of mermaid pop stars that specialize in bouncing to gain or re-use effects. They are heavy on card advantage. Click the link of a deep analysis and deck lists.
Winning Image
- Draw as much as possible with the built-in advantage engine and use those cards to set up a healthy guard and a huge beatdown field swap cards out for what you need.
Strengths - Gains lots of cards and soul for its advantage engine. Bouncing can be used to hide key cards so that the opponent can not target them for assassination. Has a free card cycler every turn and a spammable Soul Saver Dragon like card. Gets lots of guarding potential due to the cycling and such.
Weaknesses - The key cards to the deck can be attacked to stop the advantage engine. Often have on-hit, on-check, or other conditional cases. Sometimes require specific cards to be present, so can be difficult to set up. General lack of comparable offensive power.


Great Nature are a clan of school teachers, mad scientists, researchers and librarians with a twist—they're all animals. Click the link for a deep analysis and deck lists. 
Winning Image
- Power up with skills and calculate your attacks to be precise. Use power and/or tag-outs to overwhelm the opponent in one turn or to recycle cards and facilitate constant field changeups.
Strengths - Special doping effect that grants a 4000 power boost. Some attackers can power up their own boosters. Recyclable cards. Despite their cost, does not lose card advantage easily. Punishes 10000 power vanguards very hard. Overcomes Angel Feather defensive powerups.
Weaknesses - Killing Binoculus Tiger or Magnet Crocodile can be devastating. Can minus hard if used recklessly. Not easy to face defensive decks like Tsukuyomi.


Dimension Police are a powerhouse clan of Justice soldiers from Japanese kid's shows that focus on empowering the Vanguard to gain additional skills such as Critical or standing rear-guards. They also have the capability to stand their vanguard to continue drive checking. Click the link for a deep analysis and deck list.
Winning Image - Multiple vanguard attacks with extra critical, absolutely destroying faces.
Strengths - Vanguard standing. Vanguard extra critical passively. Extra unit standing. Very threatening center line that forces guard lest you gain lots of damage and card advantage. Burns through enemy Perfect Guards like paper.
Weaknesses - Very reliant on a select few cards. Terrible card selection as of now. Makes inconsistent columns due to limited card pool. Often easily loses pressure if everything isn't going exactly according to plan.


Shadow Paladin are a clan of Irish-mythology sorcerers and heroes. They sport a dark Royal Paladin aesthetic with some TRON-like flairs. Click the link for a deep analysis and deck lists.
Winning Image - Currently very specific in that they plan to rush early and then turtle late or use surprise finisher moves for game.
Strengths - Extremely consistent despite the odd builds. Tons of cycling and often get to draw plusses. The cycling being draws means you usually get exactly what you need when you need it. Surprise death tactics. Ability to re-purpose a crappy field into something good.
Weaknesses - Countering the Dark Dictator is identical to countering soul saver in that you simply attack rear-guards early. They have very low support so their rear-guard selection is pretty weak. Countering their finisher attacks is usually a matter of saving perfect guards. Sometimes have low pressure temporarily from weak field. Sometimes hard to end a game if the opponent has a deck that powers up Late game.


Murakumo are a clan of various anthropomorphic beasts and dragons that were originally going to be part of the Nubatama clan, but for reasons unknown were split apart. They serve as the Dragon Empire's covert operations force and their in-game skills reflect their reliance on stealth, tactics, and resource conservation. Click the link for a deep analysis and deck lists.
Winning Image - No specific image. They merely use whatever tools they can to gain temporary advantage for a longer-term game.
Strengths - Can rush early decently well. Creating card clones gives temporary advantage. Have a vanguard that can "guard" with Grade 3 copies of itself. Mixes extremely well with Nubatama for advantage plays.
Weaknesses - Lack of support. Struggles to make normal stage-2 columns. No real advantage engine or way of gaining much of a standing over the opponent at all.


Neo Nectar are a clan of mostly flora that have very rich and colorful art. They're mostly vanilla for now but sport some interesting "growth" gimmicks. Click the link for a deep analysis and deck lists.
Winning Image - Extending their attacks during the battle phase to gain damage advantage. Exploiting key low-cost units to gain card advantage. Gaining shield bonuses for defensiveness. Being a "hybrid" to choose the best winning path based on the situation, or use all in combination to squeeze out victory.
Strengths - Can uniquely rush by ramping their power. Easily gains strict pluses for zero or low cost. Tons of pressure with nearly the whole deck being on-hit skills. Gains net increases to shields sometimes. Has lots of leftover room to use resources strictly for gaining advantage.
Weaknesses - Lack of support, though all this does is make them slightly vanilla; they lack no legitimate numbers. Since skills are on-hit, smart opponents can prioritize which hits to take in order to minimize the risk. Eliminating key threats can leave them a bit helpless (until something happens and this opens up a chance for them to fill the field and plus again). Slightly "weak punch" syndrome that other attack-extending clans like Nova Grapplers, Spike Brothers, and Pale Moon do not share.


Aqua Force are a clan of law on the high seas featuring men in naval uniforms and battle sirens. Click the link for a deep analysis and deck lists.
Winning Image - Extend their attacks during battle phase to gain special skills based on the number of passed battles. Use those skills to generate advantage.
Strengths - Has the ability to convert a normal 2-stage column into two 1-stage attacks to force more guard. Gets extremely cheap skills that gain advantage. High pressure and power during late game. Great center line.
Weaknesses - Lack of grade 1 support. Reliance on key units makes a weakness to field destruction. Possible low-pressure during midgame. Setup reliant so chance reliant. Weak rear-guards makes them easy to target for death.


So what clan are you?

302 comments:

  1. Great article. After set 6 comes out it would be awesome to have a part 2 (adding in dimension police)

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    1. That's a plan, definitely

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    2. im also guessing that u will be adding in other clans like pale moon, Bermuda triangle, and neo nectar?

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    3. bad views on the clans, please make sure that you've used the clans before you criticize them, also make sure the decks you make are actually good

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    4. Alice, are you a girl?

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    5. Not sure how that's relevant at all, but yeah. Why would this question be on a clan summary article and why is it embedded in an old an totally unrelated block of replies?

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  2. Set 07 has been revealed. Any plans on covering Great Nature now that it will become a viable clan?

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    1. Funny you should say that; I wanted to hold a contest for who can give me the reason why Great Nature won't suck. There's a really specific one I'd be looking for but alas, I have no prizes because poor.

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    2. They recycle counterblasts and have synergy with retiring units due to eff such as replacing them with units from hand or deck but i would think they would not have great hand advantage

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  3. Wait, you think Great Nature won't suck? Or is it a contest that cannot be won?

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    1. It is a contest that most certainly could be won ;)

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  4. Found this site after getting into Vanguard through the anime and I want to say, it's excellent. You go into depth on a lot of interesting strategic and game theory concepts.

    Out of curiosity which Clans would you say are least challenging for a new player to learn? (Aside from Paladins and dragons; I personally find those boring, but they're in trial decks which I presume means not totally newb unfriendly, similarly I doubt we will ever see a Dark Irregulars or Granblue trial deck.) My favorite clan concepts are OTT and the toolbox decks, which has probably put me off playing Vanguard forever since I don't have enough time/energy to put toward mastering their unique strategies on top of all the maths and memorization.

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    1. Narukami/Kagero/Tachikaze/Nova Grappler/Angel Feather are not as technically challenging of the decks in (or soon to be in) English. The harder decks for technical skill are Spike Brothers, Granblue, Nubatama and Oracle Think Tank. Pale Moon will probably be up there too. Middle grounds will be Royal Paladins, Gold Paladins, Dark Irregular, Bermuda Triangle.

      That's just my personal assessment based on how easy each of those were for me to learn and play. The harder decks like Spikes and Granblue have actually become my favorites.

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  5. I'm just asking that are you going to post about murakumo ?
    Because that clan seems to be interesting ...

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    1. When Set 5 draws near. So basically somewhere around the beginning of next year.

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  6. Are you planning on doing an article for Granblue anytime soon?

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    1. It's the deck I'm using at tournaments. When I switch over, I will.

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  7. You forgot Neo Nectar, but then again, so does Bushiroad..

    For people interested in this pretty little clan, it focuses on pressure and filling your field with units. Author-san might have a review of it somewhere..

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    1. I didn't forget it at all. Notice how Shadow Paladin, Murakumo, and Dimension Police are missing? That's because they're not close to being released in English yet. Megacolony was only there because it was supposed to be a one-shot, but it sparked my whole deep clan series.

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  8. Have you ever thought about doing set previews/breakdowns?

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    1. I really want to keep my blog about long-lasting stuff instead of fad stuff. I use the forums for more news-y type things.

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  9. So how do you feel about the English Set 5: Awakening of Twin Blades coming out in February? And do you believe that the grade 3 Murakumo card should be a contender against a Kagero deck running Dragonic Overlord The End?

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    1. Interesting thing about Murakumo: Dark Souls contains a popular DEX build weapon with that name. In Google Search for Murakumo, Vanguard and Dark Souls are listed together. Maybe some DaS players will get into Vanguard? :3

      Alright there are a lot of Murakumo G3s but I'll assume you either mean ZANBAKU or Mandala Lord. ZANBAKU is an 11k which is fairly needed, but his condition for -2k is when there are no Murakumo, which is something that can actually happen. So be careful. His AUTO tries to prevent crossrides (and fails miserably) or change-ups. Needed in Murakumo but would replace with an 11k the moment one came out. As for Mandala Lord, he's pretty amazing versus a Limit Breaking Vermillion. Versus anything else, it's just a good way to turn Grade 3s into 2 stage shields. So pretty good skill. Overall, those two make a neat 11k lineup.

      Murakumo really isn't at a place where I'd like to play it yet. I can tell they have some neat ideas there but the execution is just under par for now.

      As for the rest of the set, Neo Nectar are in that under par area too. We'll need to wait until March for NN to be really good. Crossrides are very unwelcome for me. I won't be writing about them at all. Dark Irregulars are getting good soul charing upgrades in Conductor and Shirley, so we can look forward to that.

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  10. Will you be doing an analysis for the aqua force?

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  11. Just asking your opinion, which clan is the hardest to use aside from nubatama (incomplete clan)

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    1. That would depend on what you mean by "hardest to use". If you mean "takes the most skill to play" then I'd say it's a tossup between Bizarroblue Granblue and Tsukuyomi Oracle Think Tank. On the one hand memory severely required, on the other hand memory is easily attained when you know the right tricks. For Bizarroblue, on the one hand it's extremely tricky to figure out how to go through all those routes. On the other hand, it becomes second-nature after a few playthroughs. So even if you mean skill, I guess I can only answer that as whichever clan takes the most skill to learn, rather than play.

      If you mean which deck is the hardest to win with, then I'm not even sure there is an objectively poor clan in English. Even when people say Tachikaze, they actually do very well in the hands of a skilled player. Bladewing Reijy certainly relies a lot on chance by needing proper hands. Gold Paladins that max all the sack-related cards need to fall on a favorable margin of chance and can create problems for winning. Other than that, only really poorly constructed decks would be objectively bad.

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  12. I know you're probably sick of hearing this, but when should we expect a Dimensional Police Deep Clan up? I only ask because they are quite confusing (Especially with the whole Enigman Power Boosts thing) and I'm not to sure how to build them or which triggers to use. I also ask because them and Neo Nectar are my favorite clans.
    Thanks for reading
    -Nysonin-

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    1. About a month before BT04 in English. So around Nov. Meaning very very soon.

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  13. I use the Royal Paladin deck, with the Galahad's build

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  14. Spike Brothers or Granblue? Which clan is more; balanced, hardest to master, and is played by less?

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    1. By balanced do you mean consistent? Now that Dudley Emperor is out, Granblue Granblue Granblue.

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    2. I mean like it's not a totally defensive or offensive deck

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    3. What about before dudley emperor

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    4. I see what you're saying. The more balanced then is Granblue. Spike Brothers can actually be equally as defensive as both have access to 11k Grade 3s (best defense currently) and enough 10k shielded triggers to run a full deck set of them. I would say Granblue can win out in that battle though by running BDSM build since it can constantly swap Grade 3s for Grade 2s in the drop thus adding to its shield.

      Before Emperor, I was going to say that Seifried was a very tech-based deck that required a lot of thought and was difficult to master owing to understanding how all the gamestate permutations can work and affect your possible outcomes at any given time. In addition, you have to be able to do calculations of your chances at checking a Grade 3. It kind of made me sad that as soon as I got really good at it, they announced a card which made a deck just as good yet required less skill.

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    5. What do you think about Great Nature? Is it less played then Granblue?

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    6. Well Great Nature is brand new. There's only a few tournament data reports (anything else is anecdotal). Granblue averages at 3.42% average from 9 tournaments that we actually have population data on. Great Nature is 1.56% average but from 5 tournaments. That's not the same sample size so there isn't much of a direct comparison.

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  15. can you make one for shadow paladin?

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    1. What makes you think I won't? I'm making one for every clan.

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    2. Which is the one I've been awaiting anxiously. I have a few builds and they are decent, but as a major fan I am interested on your take on the Shadow Paladins.

      Brought it up back in July or August in the Royal Paladin Page. Aside from that, when a friend has questions, I point them in the direction of V-Mundi :D You are a wonderful help.

      Delete
    3. Sweet :D
      Don't worry, you won't have to wait long. I have to update Kagero, Megacolony, Nova Grapplers, add Shadow Paladins, and crank out some more game mechanics articles too.

      Delete
  16. Opinions on the new crossrides? I know you only cover English, but, knowing how you are the only other person smart enough to see how poorly the crossrides effect the game, I am curious as to your thoughts on the Everyone has a Crossride=Nobody has a Crosarode approach. I personally would prefer none at all, for feet of power creep, but think that buffing everyone else up to crossride power is better than DOTE-Domination.

    ReplyDelete
    Replies
    1. I would prefer not to get into anything lengthy on the blog since it's a poor format for that and I believe stating anything will fire up the controversy. However, we do have a forum and we often discuss this issue on there, with my stance being well-known and backed up with facts.

      http://vmundi.forumotion.com/

      Delete
  17. In your opinion which deck has the the best ride chain other than oracle guardian

    ReplyDelete
    Replies
    1. Do you mean just the chance to get it off? Because in that case, any Rank 1 Ride chain works. Do you just mean what a deck can do with a particular chain? Probably Stern Blaukruger but that's not dependent on the chain. So probably Tsukuyomi is the best with Zeal/Raptors in a close third (low chance to work, very high reward if it does). No idea what you mean about Oracle Guardian since those aren't ride chains.

      Delete
    2. When I was talking about oracle guardian I meant the tsukiyomi id the blaukrugar in English yet? PS thanks for the quick response

      Delete
    3. No, that's in Set 4 which doesn't arrive until December. You can check all the cards out on the wikia which has the sets they're in and the dates those sets are slated for release.

      Delete
    4. I am planning to add the blakrugar ride chain in the nova grappler azure-asura deck list you put In the nova grappler clan analysis. is that a good idea?

      Delete
    5. Re-check the Nova Grappler article ;)

      Delete
    6. Thx alot for your help

      Delete
  18. Hi i was wondering if u would be doing up a aqua force review. If yes it will be great for me. :D
    Thanks alot and i love ur reviews. Very nice and helpful for new players like me. :D

    ReplyDelete
    Replies
    1. Try to remember I only cover the English format which means my articles only come out near the Eng release. AQ is a bit far off.

      Delete
  19. The only deck I have problems against with my Dark Irregulars is a solid Nova Grappler build. Their constant attacking makes it hard for me to guard especially if I need the cards in my hand for my turn.

    ReplyDelete
    Replies
    1. That is typically a weakness of DI. Because of early necessary field commitment, they often lack proper shielding. Novas exploit that hard.

      Delete
  20. When does set 8 come out for English?

    ReplyDelete
    Replies
    1. No officially announced date yet but we suspect March or thereabouts.

      Delete
  21. Alice, what would you recommend for someone who is having severe difficulty in deciding which clan to play?

    ReplyDelete
    Replies
    1. Choose the clan based on what matters most to you. Most of these clans will do equally well against each other, so you can choose based on aesthetic if you want. They all have unique playstyles so there's that too. You can also choose based on your budget since some decks are more expensive or cheaper than average. Just rank those 3 factors: aesthetic, mechanic, price. Then go check out what each clan has to offer on the wiki/myblog.

      Delete
  22. Alice I want to play a clan that's defensive, but I don't have the money to make an Oracle Think Tank deck, which clans would you rank as having the best defensive builds? I would appreciate some distinctive reasons and cards in the clans that allow for drawing power.

    ReplyDelete
    Replies
    1. Considering Tachikaze can out-tank Tsukuyomi over half the time, I'd say they probably rank 1. They also pull pure rush decks into Turn 5 which no other deck can do unless the rusher is an idiot or gets the worst possible opening hand. It's bizarre because they seem to be so undersupported and even have a 10k vanguard. But their ability to get net shielding profits so easily makes them very tanky. Obviously OTT is rank 1 or 2 depending on how good you are. They're more consistent with rides than Tachi.

      Megacolony fits "defensive" loosely but enough that the hazing tactics it uses can relieve a lot of incoming pressure for a long time. Despite the stigma they carry, Megacolony do this well and efficiently. They lack a draw engine, so their tankiness is entirely in skill usage.

      Shadow Paladins start off rushing and then tank later in the game really hard by using Il Donna to draw a lot. They do neither excellently but they do both decently well.

      Kagero and Narukami are, by their nature, defensive. field destruction is automatically a defensive action since it doesn't translate into any offensive capability. I'm not sure if you're referring to "tanky" decks specifically or any deck that wins defensively.

      Delete
  23. I really find Great Nature's looks appealing. Is there anyway to be defensive with them.

    ReplyDelete
    Replies
    1. They're an inherently offensive clan. If there's a way to be defensive, it'll be so roundabout it probably won't work well. The only thing I can think of is using the power boosts on Stamp Sea Otter boosting Koala. If it hits, you draw. Then stick in some Lamp Camels for more draw. But lots of other decks can do this better, namely OTT.

      Delete
  24. Im looking at the Lox cards. They're abilities are to give 2 rearguards the ability to draw a card when they die at the end phase? Would that be something to base a deck on?

    ReplyDelete
    Replies
    1. Not at all. As stated, it doesn't generate any advantage (-2, +2) and requires difficult setup so early on, on top of only having a 1/3 total chance of activation. That's pretty much garbage.

      Delete
    2. But if you use the Hammsuke line wouldn't that increase your advantage? If, for instance you only retired 1 Hammsuke and used its CB, wouldn't it be a +1? (Subtracting 1 from the ride?)

      Delete
    3. You have to actually get the Hammsuke that early AND the Lox ride chain as well. The full chain is a 1/3 chance to go off. You can't mulligan for the Hamms because if you do, you didn't mulligan for the chain and that throws it out of whack. So you have about a 47.1% chance of getting a single Ham in time for the ride skill. Since you have to do both, you multiply the chance that both succeed to find the expected chance of something occuring: 0.471 * 0.333 = ~15.7% chance to pull off a +1 for counterblast. To find the expected value of something, multiply the value (+1) by the probability that it occurs (0.157) for the expected value which is the average amount you should expect to get in any given game. That comes to +0.157 of a card advantage. Basically NOTHING and completely negligible. There are far better ways to increase advantage like just making Otter a 10k booster and forcing out more guard.

      Delete
    4. I just played a proxy deck and realized how amazing Il Donna is... My decision has been made. Thank you for your responses.

      Delete
    5. Ah yes everyone's favorite three eyed, white haired, gender-neutral elf witch thing...
      Actually have the phantom queen deck, Ildonna is my favorite LBreaker ever...

      Delete
    6. Funfact: Ildona is probably Lugh, the long-armed god of Irish Mythology.

      Delete
    7. Shadows got the coolest/obscure aesthetic ever... A Norse themed clan would be awesome

      Delete
    8. This needs to happen. We really need a Norse clan.

      Delete
  25. Alice,
    A boy at my school got me into Vanguard, and I picked up Dark Irregulars. He's saying I suck at them, and I would like to prove him wrong, but I don't know how to improve. Should I just memorize the cards? Should I watch Youtube guides? Please help me figure out a strategy.

    Thank you

    ReplyDelete
    Replies
    1. Start by reading all of my core mechanics articles and my Dark Irregulars Deep Clan. Build a proper competitive deck and practice constantly. And of course, you always need to know all the card effects.

      Delete
    2. Thank you for your fast reply, and I've read the deep guide so many times, I've practically memorized it. Thanks for the help!

      Delete
    3. Wow, that's certainly more than me!

      Delete
    4. I can't beat him. I read all the articles, and I still can't beat him. *Sigh*

      Delete
    5. Well with nothing more to go on, I can't help :|

      Just remember that DI have a hard time blocking early because so many of their cards are committed to the field. Try purposefully holding back and guarding.

      Delete
    6. Ahhhh Incursu.
      How's the practing going?
      Have you improved at all?

      Delete
    7. Oh god, is this the rival?

      Delete
    8. Yeah in his "rival"
      Though your wasting your time Alice. This kid is absolutely impossible to help, and doesn't seem to actually want to improve.
      And considering the average score between us is 2-6, he kinda needs to work on his playing.

      Delete
    9. He won't play me anymore, so how am I supposed to improve? :p

      Delete
    10. You realise your friends with 3 other kids that play right?
      And also you could try practicing by yourself like the rest of us do.
      I've told you this before...

      Delete
    11. Let's move this somewhere else. We're cluttering up Alice's page...

      Thanks Alice for all your help!

      Delete
    12. Yeah guys, there's a forum for this kind of chatting you know.

      I don't consider anyone here a waste of my time. My blog is about general statements, so people can come in and learn and their leisure. What they do with this information is up to them. Though I hope many people take away a better understanding of the game.

      Delete
    13. Alice,

      Could you teach me how to practice using my dark irregulars?
      That's one thing I don't really know how to do. I've read my cards, but I don't know how to practice using them. Could you explain that to me?

      Thank you!

      Delete
    14. Well Alice, how would you teach someone who is unteachable?

      Delete
    15. I can't hand-hold you. All I can do is give you the tools to do well. Good decision making comes with experience as well. There's no step-by-step process on how to win.

      Delete
    16. I'm not the noob. I'm the "rival". He keeps bugging me to teach him for some reason.

      Delete
    17. Then how would you teach someone who doesn't listen to instructions Alice?

      Delete
    18. You don't. You also don't keep drama shit going on my blog. Handle your shit yourself. If you can't, make a thread on my forum asking advice.

      Delete
  26. where's aqua force. why isn't there a page about aqua force.

    ReplyDelete
    Replies
    1. Because this is an English site and AQ aren't even close to being in English yet.

      Delete
  27. Alice how do you win a game "defensively"?
    Is it just about out guarding your opponent?

    ReplyDelete
    Replies
    1. If you can drop 2 cards to guard each turn, but only take 1 damage, then you'll -2 when the innate mechanics are giving you +3. That's net +1 overall. When late game comes for both players, your hand will be larger on average and you can survive more turns of solid onslaught. At the same time as all this, you're putting up normal pressure (like 2/3/2 stage columns) so they have to guard. So yes, it's possible to do. Tachikaze does this.

      Delete
  28. Alice, is Angel Feather really that weak offensively?
    Because you said that in the weaknesses section.
    But with cards like Iron Heart Mastema for 11k attackers, and the Pegasi for boosted columns after switching, I would think that they did in fact have a decent offense

    ReplyDelete
    Replies
    1. Well they're pretty bad at making 21k columns, which is true stage 3. If you play a 10k vanguard, they can destroy you though. Mastema really isn't even recommended since the Pegasus is better. Offensively they're about mid-range now.

      Delete
  29. Alice, what is the absolute MOST budget deck you can make for a casual player in these clans.

    Great Nature

    Angel Feather

    Spike Brothers

    Any response or decklists would be greatly appreciated

    Thank You

    ReplyDelete
    Replies
    1. The cheapest deck(s) you can make is Megacolony either Antlion build or the "Activate My Trap Cards" build at $37.

      Next is Tachikaze at $47
      After that is a tie between Spike Brothers rushdown (Hail Mary) and Nubatama (Nova-Nuba) both at $56
      Finally is a tie between Megacolony (Giraffa) and Granblue (Bizarroblue) both at around $84

      Delete
  30. Alice, is it true that to have a defensive deck you do not have to draw lots of cards?
    And that Oracle Think Tank isn't the only defensive deck?
    Someone told me that Dimension Police were defensive but I don't think they were telling the truth.
    So which clans are "defensive" And what does that even mean?
    Gameplay wise

    ReplyDelete
    Replies
    1. This is correct. Defensive moves are moves that serve only defensive purposes. Retiring cards is actually far more defensive than drawing cards. When you play a retire deck, such as Narukami, the goal is to gain card advantage while relieving pressure from your opponent's field so you can guard for less, thus giving you even more advantage. That benefit only occurs on the opponent's battle phase. With the rare exception of killing an interceptor, retiring is wholly defensive. Drawing cards, on the other hand, can be offensive or defensive. You might use the card to guard, or you might use it for an attack (or skill of an attack like a persona blast). So it's really a gamble what you're going to get when you draw.

      Oracle Think Tank is far from the only defensive deck. Kagero, Narukami, Dark Irregulars (retire build), Shadow Paladins (in late game), and Tachikaze just to name a few. Taken purely as a draw build, Oracles aren't even defensive, because they're mostly offensive. The most defensive Oracles build is Tsukuyomi non-loop with Battle Sister Vanilla and the Special Intercept.

      Dimension Police don't really have much of a way to play defensively. The two usable vanguards are Enigman Storm and Rain. Criticals are offensive and standing is offensive because both facilitate attacks either by dealing more damaging or reducing the opponent's guard. Laurel stands the vanguard to repeat this action, possibly giving quadra drive check which is HIGHLY offensive.

      Delete
    2. So, playing "defensively" is about increasing the card advantage you have over your opponent and outlasting them?

      Delete
    3. Not necessarily, no. Eliminating an opponent's guard fodder is an offensive move but it's card-advantage based. A defensive move is just one that somehow prevents you from being as likely to take damage. Whether that means you increase shielding, heal, or decrease attack stages (or attacks)

      Delete
    4. I like the aesthetic of Granblue, but how do they win?
      Is it just about keeping a good field with their reviving abilities?
      Also how good are they with guarding?

      Delete
    5. It's about keeping a good field earlier and longer. And they have more guard than an average deck. With 19-20 10k shields.

      Delete
  31. Will you make article about recommended hybrid deck?

    ReplyDelete
    Replies
    1. I'm actually hoping to compile a competent mixed deck article at some point

      Delete
  32. Which clan has the most combo attack?

    ReplyDelete
    Replies
    1. At most, ignoring probabilistic likelihood:
      Stern with 4 damage and a full DA field, checking at least 1 Grade 3 and hitting each time, can get 7, possibly 9 if you get another G3 check. 11 with the maximum number of Grade 3 checks
      Sarah pale moon can get up to 9 realistically before you run out of counterblast or kill them, and only if Sarah checks two Grade 3s
      A Mr Invincible type megablast gets you 6 attacks by itself
      With Dark Rex bound and brachio series on the field, you can get 6 also.
      Dudley Emperor can get 5, ever-stronger attacks

      The most reliable though are Sarah, Stern, Emperor, and Asura Kaiser giving you 5 at a decent frequency. There are probably others I'm missing.

      Delete
    2. How about spike brothers?

      Delete
    3. Sorry!
      Keep the great work.

      Delete
  33. What different between Oracle Think Tank and Bermuda? All they do is drawing, right?

    ReplyDelete
    Replies
    1. Not even close. Depending on what build you choose, Oracles can be a deterministic tank-machine or a semi-deterministic tank machine.

      Bermuda is a field formation changing deck that benefits from drawing as a side-effect. They're not even closely related. (Unless you're the boring kind of person who plays Scarlet Witch in OTT, then sure, BT and OTT are the same)

      Delete
  34. Hey Alice 8I need some advice,

    Many of my friends and I are starting to get into Vanguard and are choosing clans that we think we'll stat with for a long time, except I can't.

    Im stuck in a three way tie between Nova (Stern), Megacolony (Giraffa) and Angel Feather (; Unknown boss card)

    I was wondering if you could tell me how these clans matched up against each other and other threats in the game, like how well each faces crossrides or how offensive versus defensive they are.

    ReplyDelete
    Replies
    1. I don't ever do crossride analysis or anti-crossride analysis.

      So against each other, those three decks would work approximately as follows:
      Stern vs Giraffa: Stern lets all the boosters die because it has 16, which is an overabundance. The deck can restand its own Death Armies even if trapped due to their skill, and has a better version of Giraffa's skill. Stern will likely win on average.

      Stern vs Shamsiel (I don't bother with other AFs, since they're sub-optimal): Thankfully Stern can set up 17k+ columns easily so Shamsiel's defense shouldn't be an issue. However, it has mad guard potential to keep the skill from going off while also being able to get a field of 3/3/3 and sometimes 4 stages very often. It would likely be a tossup based on skill or chance.

      Giraffa vs Shamsiel: Similar to vs Stern, Giraffa can make 17k pretty easily and Shamsiel once again can guard. And it will HAVE to since it cannot replace its boosters easily and each booster is precious. Might be a tossup with Shamsiel having a slight edge so long as Giraffa never hits.

      Overall Stern is going to either be slight better or equal, Shamsiel will be about equal, and Giraffa will be slightly worse or equal between these three.

      Against other threats, Stern pretty much walks over anything that can't guard for -3 every single turn. Same for Giraffa. Shamsiel easily destroys anything that has a hard time making 17k columns or can't get 3/3/3, but is either evenly matched or outmatched by such clans (Royal Paladin soul build is a good counter matchup). Kagero and Narukami can spell a very bad day for Shamsiel due to reliance on specific boosters while Stern and Giraffa just don't care.

      Delete
    2. This makes me so depressed.

      The way you just described them makes them all seem so awesome and evenly matched. So Im back to square one. But thank you for your reply
      .
      Any more advice on choosing would be greatly appreciated.

      Delete
    3. LOL, I'm sorry! D:
      I am actually building Stern and Megacolony myself. And I can't afford Shadows this early so I'm waiting on those. If it helps you, I think Stern might have a slight advantage in English currently.

      Delete
    4. Thanks, I'm nervous about using Stern since I play against my friends and I think their decks ( except for one ) are too weak to handle him. (Most are REALLY budget.) But Giraffa seems just as powerful and more "fair" to me. His art is just less awesome compared too Sterns.

      But Thank you Alice. You always give such fast and great responses to all your readers.

      Your awesome!

      Delete
    5. Thanks, I try to check the comments often since I know it's annoying to check back for responses when you're a reader.

      Delete
  35. Which build is the techiest?

    ReplyDelete
    Replies
    1. Pale Moon (Alice Touchdown), Gold Paladin (Garmore Toolbox), Granblue (all of them), Shadow Paladin (Phantom Queen), Kagero (any combination of Waterfall, Eclipse, Goku, or Lawkeeper). Of those, I'd say Granblue is more techy on average than any, with Shadows and Pale Moon bringing up second place. Kagero is quite tech-tastical as well now.

      Delete
  36. Hey Alice are Eisenkugel or Draw triggers useful in a Stern deck?

    ReplyDelete
    Replies
    1. I hate to say that they're inferior to running other things. Since I love Eisenkugel. I mean, one or two probably won't hurt but Death Army Lady is very useful (and my build capitalizes on Rank 1 probabilities). For draws NOPE. You want that crit before you use stern's skill so it's a guaranteed kill. It forces the opponent to guard your vanguard during every attack or they risk a very high probability of instant death.

      Delete
  37. Which clans guard consistently and have good advantage engines? I want to know which clans fit my play style of planning ahead and consistently guarding to make my opponent run out of resources.

    Thank you in advance,
    Confused gamer

    ReplyDelete
    Replies
    1. Guard: CEO-Vanilla in OTT; Tachikaze; Shadow Paladins (late); Megacolony (pressure-relief)
      Of these, Shadows also rush, Tachi have a bit less consistency, and CEO-vanilla can be expensive-ish.

      Advantage engines: Royal Paladin (soul or alfred); Kagero or Narukami; Oracles focused on draw (very boring); Gold Paladins kind of (randomness makes it not a true plus sometimes)

      Overall, doing both is best achieved by Oracles. Specifically that CEO-vanilla build. 75% chance to check a trigger each drive check, up from 56%. High amount of extra guard to create an eventual advantage game once the game rolls over to using multiple 5k guards. Next most would be Shadow Paladins since they can rush early to set you up for a useful tank in late game. Advantage is achieved through properly timing badb, macha and nemain.

      Delete
    2. How does a Machining Megacolony deck function?

      Delete
    3. No idea. EB01 isn't until March so I've got to keep testing it. So far, I suspect by gaining vanilla advantages but without costs; freeing up room for other cost-based plays. I have some ideas I'm going to be testing though, and they seem promising.

      Delete
    4. Cool then. It's one of my favorite card concepts. Along with Perfect Raised. Have you tested him?

      Delete
    5. Not yet. I haven't broken ground with any EB01 yet

      Delete
  38. Alice, in what builds is Toolkit Boy a good card?

    ReplyDelete
    Replies
    1. Actually there's a slow-play Stern build that I was going to post at some point that abuses 20k columns with Eisenkugel and Maoi, and uses Kirara to draw after only using Stern once. Toolkit Boy works great as a vanguard booster in that (or for maoi if you don't get a tough boy).

      It also does pretty decently as 2-of in the draw-spam build and when Gold Rutile/Genocide Joker come out, it's good in that deck too.

      Delete
  39. Hey Alice

    I have a couple questions on Dark Irregualrs.

    1. What is a good way to get soul fast in a budget deck? I get four at the end phase of turn two. And that's using Decadence Succubus...

    2. What is a good budget trump card? I was considering Dark Lord, but Doreen has really gotten pricey...

    Thank you so much for everything you do Alice. You've helped me so much!

    ReplyDelete
    Replies
    1. 1. Decadence Succubus is definitely a must. The only other things I can tell you are use Yellow Bolts, but Emblem Master dropped down to the same price recently, so just use him. About the only expensive soul-giver is Flirtatious Succubus. And you really NEED her in most buidls.

      2. Dark Lord is really good stuff, and I haven't seen Doreen above like 3-4, so that's not very pricey. Stil Vampir is always an option since he's the best megablast to the game, and a surprise vampir to the face is never nice. Death Anchor might be cheap when he's released, but I haven't mulled him over yet for usefulness. But Abyss is good.

      Delete
    2. Alice I don't think you understood. I need you to tell me a good budget trump card to use.

      And also could you tell me how to practice with my Dark Irregulars?

      Thank you so much for all your help Alice!

      Delete
    3. How am I supposed to know what you consider a "trump card" or a "budget card"? The decks work the way they work. Changing one major unit can end up changing the function of the deck into something else, requiring a new build. I build the decks as optimally as I can, so unless there are notes where I've tested viable alternatives, they pretty much come as-is. If you just mean some game ender, then that's like any of the Dark Irregulars bosses. So basically just pick a build and use whatever boss is listed.

      As for your other question, practice in the same way other decks practice: With a friend of equal or better skill, or fight another of your own decks by yourself to identify misplays.

      Delete
  40. This is a very informative blog about cardfight vanguard's clans and decks and i want to thank for all the info in this blog and i base my decks to yours with just minor adjustment to my prefences!! TWO THUMBS UP!!

    ReplyDelete
  41. Alice,

    Without doubt my absolute favorite idea for a deck us Tsukuyomi. To me it just has the perfect blend of possibly strong attackers, advantage gain, aesthetic and challenge.

    But sadly I am nowhere near rich enough to make a deck that would do the card justice.
    Could you help me to find another clan with a high advantage engine? Or one that uses lots of cards to guard with? Or one that plays "defensively?

    Also what does it mean to win "defensively". And how do I do ut.

    ReplyDelete
    Replies
    1. That's actually a question I've answered a lot in this very article. Bermudas can gain a lot of advantage quickly. Here are some answers to defensive wins:

      Considering Tachikaze can out-tank Tsukuyomi over half the time, I'd say they probably rank 1. They also pull pure rush decks into Turn 5 which no other deck can do unless the rusher is an idiot or gets the worst possible opening hand. It's bizarre because they seem to be so undersupported and even have a 10k vanguard. But their ability to get net shielding profits so easily makes them very tanky. Obviously OTT is rank 1 or 2 depending on how good you are. They're more consistent with rides than Tachi.

      Megacolony fits "defensive" loosely but enough that the hazing tactics it uses can relieve a lot of incoming pressure for a long time. Despite the stigma they carry, Megacolony do this well and efficiently. They lack a draw engine, so their tankiness is entirely in skill usage.

      Shadow Paladins start off rushing and then tank later in the game really hard by using Il Donna to draw a lot. They do neither excellently but they do both decently well.

      Kagero and Narukami are, by their nature, defensive. field destruction is automatically a defensive action since it doesn't translate into any offensive capability. I'm not sure if you're referring to "tanky" decks specifically or any deck that wins defensively.

      If you can drop 2 cards to guard each turn, but only take 1 damage, then you'll -2 when the innate mechanics are giving you +3. That's net +1 overall. When late game comes for both players, your hand will be larger on average and you can survive more turns of solid onslaught. At the same time as all this, you're putting up normal pressure (like 2/3/2 stage columns) so they have to guard. So yes, it's possible to do. Tachikaze does this.

      Defensive moves are moves that serve only defensive purposes. Retiring cards is actually far more defensive than drawing cards. When you play a retire deck, such as Narukami, the goal is to gain card advantage while relieving pressure from your opponent's field so you can guard for less, thus giving you even more advantage. That benefit only occurs on the opponent's battle phase. With the rare exception of killing an interceptor, retiring is wholly defensive. Drawing cards, on the other hand, can be offensive or defensive. You might use the card to guard, or you might use it for an attack (or skill of an attack like a persona blast). So it's really a gamble what you're going to get when you draw.

      Oracle Think Tank is far from the only defensive deck. Kagero, Narukami, Dark Irregulars (retire build), Shadow Paladins (in late game), and Tachikaze just to name a few. Taken purely as a draw build, Oracles aren't even defensive, because they're mostly offensive. The most defensive Oracles build is Tsukuyomi non-loop with Battle Sister Vanilla and the Special Intercept.

      Eliminating an opponent's guard fodder is an offensive move but it's card-advantage based. A defensive move is just one that somehow prevents you from being as likely to take damage. Whether that means you increase shielding, heal, or decrease attack stages (or attacks)

      =================
      NEW replies (stuff above is copypaste):
      CEO+Battle Sister Vanilla (on my OTT page) isn't too wallet-rapingly expensive and I've been telling people lately that it does the same job as Tachikaze with more consistency and more offense as well.

      Spikes actually have a Defensive out to their big game-ending play which is Panzer Gale from Emperor. Check the deck notes on my Spike Brothers article.

      Delete
  42. Hi, Alice I have a question. What would be the most preferred amount of clans to make in a year assuming one is a budget player, factoring in having to get perfect guards, rare/ace cards, and subsequent upgrades from later booster sets. Right now I have 2 clans completed Megacolony and Granblue but I was wondering how much clans one should invest in, in a years time, if u dont have time and money to invest in like 10 clans lol.

    ReplyDelete
    Replies
    1. Well for a year, I can't tell you. That's up to your personal budget. But I'm currently writing an article on budget vanguard. I'm in the middle of a break right now in fact.

      Delete
  43. Alice, I seriously need your advice.

    For the past 5 weeks my friends and I have been really starting to pick up Vanguard. But while my friends have been buying perfect guards and maxing out their trumps I'm stuck in a bout of indecision. It seems no matter how I weigh the options or stack the clans against each other I just cant make a real decision.

    So I've come to you.

    The deck concepts I find the most amazing are:

    Riviere Bermuda. I've always liked ride chains and the thought of drawing extra cards.

    Raptor Tachikaze: I know it's still in Japanese but the Grade 3 has one of my favorite and most respected Limit Breaks, also the ride chain when suceeded gives out free cards.

    Im a guy so the thought of using mermaid pop stars is slightly repulsive, but at this point I'd be willing to attempt anything.

    So thats my situation, Alice.

    Can you help me?

    ReplyDelete
    Replies
    1. Riviere's ride is god-awful. 1/3 chance at +3 is like a single +1. You might as well just run Weddel for guaranteed +1 always (consistency over sackyness) and use that remaining space for other good cards that give you advantage like Rio. Having vanillas for Rank 3 chains can be okay in some decks, but not in Bermudas. Same for Tachis. I'll have to actually test those though and I'm not at Set 8. I'm thinking of making a test people can take for their proper clan and build soon.

      Delete
    2. That sounds like a perfect idea. I hope you finish fast.

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    3. It's undergoing a testing phase on my forums.

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    4. Can I help test it?

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    5. This is being done internally, sorry.

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    6. Due you have a realistic time at which it may be ready?

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    7. No. I want this to be a useful tool, not a personality quiz. That could take some time to get right especially with my current testing schedule.

      Delete
  44. Hey Alice what exactly are all the toolbox clans cause I think the route Im gonna go is making toolbox decks, I have Granblue and I know Angel Feathers is one. What else is there?

    ReplyDelete
    Replies
    1. Granblue, Angel Feather, Garmore-Gold Paladins, Garmr-Royal Paladins, somewhat Spike Brothers with their deck, Sarah-Pale Moon. I think that's about it.

      Delete
    2. Oh and of those, I think angels are probably both the most consistent and have the better toolbox. Not the best of each of those categories, but the best of both when combined.

      Delete
    3. This comment has been removed by the author.

      Delete
    4. K thnx, you've been very helpful and I love ur articles :) Again, thnx so much and ur amazing lol

      Delete
  45. Whys the Barcgal article gone?
    I have a friend I needed to show it too?

    ReplyDelete
    Replies
    1. I was time for that article to be put to rest. Most anyone who still needs convincing already read it and isn't budging. The ones who did agree are done.

      Delete
  46. Hey Alice, What are the best late game long haul decks. Like Bermuda or OTT, but not those.

    I'd like to use a clan that can match them, or at least slightly keep up, guard wise and card wise.

    Is there such a thing currently in English?

    ReplyDelete
    Replies
    1. Tachikaze, Shadow Paladins, Angel Feathers

      Just to name a few.

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    2. Which cards in those clans draw extra cards or increase the shield I have?

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    3. Tachikaze increase shield; Angels let you draw a lot if you abuse Armaros.

      Delete
    4. Shadow Paladin? And how do Tachikaze increase shielding?

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    5. Take a look at the deep clan articles above for Tachikazes and Shadow Paladins.

      Delete
    6. Ildona converts units your can't guard with (on-field boosters and grade 3s) into draws that you can guard with.

      Blightops fetches a 10k shield.

      Delete
  47. You need yo put a aqua force deep clan. that would be awesome :D

    ReplyDelete
  48. Hey Alice, are all of the toolbox decks usually consistent in allowing you to set up a good field formation, Granblue, Pale Moon, etc?

    ReplyDelete
    Replies
    1. Definitely Granblue. Pretty much anything you draw can be converted to a useful booster or attacker so long as your drop zone is set up.

      Delete
    2. Not to be rude bro, but these peeps probably want their questions answered by alice and not you.

      Delete
    3. Granblue is consistent because you can convert anything you draw into (usually) anything that fits a good column. It's a really nice counter to field killing decks.

      Pale Moon is consistent in most of its builds because while random, the soul is still easy to set up and they have a lot of changing and emerging. You get less hard consistency than Granblue, but you get bonus effects for doing it.

      Angel Feather indirectly form a consistent field. What they do is create a consistent hand. This allows them to guard better, call better, and ride better.

      Gold Paladin don't really have that. Garmore can toolbox the deck but he's only one unit, so the rest are vanilla or random calls which are the OPPOSITE of consistent and vanilla is neutral.

      Royal Paladins have it with their own Garmores, but they're more than one unit so they can pull off field consistency. They specifically set up a great field, but at the risk of relying too much on a specific unit.

      Delete
  49. Which build is the best for turtling or defensing?

    ReplyDelete
    Replies
    1. I've answered this question so many times...do you think you could look through the comments?

      Delete
  50. PLEASE DO AQUA FORCE!

    I need to know which of the Storm riders work with Hydro Hurricane Dragon, or if its useful at all.

    ReplyDelete
    Replies
    1. Calm yourself. I have a schedule. AQ won't be released for several months

      Delete
  51. Hi Alice! :) Call me Sam. I am from Canada. I discovered this blog because I was researching about the CF!!V TCG online. I've never bought a single BushiRoad product or played the game IRL but your articles are so informative that I feel like I already know a lot!

    Thanks to your blog, I've grown a lot of interest in buying BushiRoad products and playing the game IRL. However I have a dilemma... I can't choose between Kagero and Narukami! :( I was hoping for some insight beyond what you've written in your Deep Clans because I've read them. The 3 things that concern me the most about a deck are:

    1) Cost. I'm not sure how up-to-date your price listings are, so I must ask this first. Money is an issue, HOWEVER I don't mind paying for a deck that will last me for a long, loooong time (hopefully for the entirety of the CF!!V TCG era).
    2) Competitiveness. I want a deck that can give the best decks in the game a run for its money. I want a deck that, with time and experience, can potentially help me top locals, or even help me become the 2013 vanguard world champion!!
    3) Significance in the future. I wish the clan to stay significant in the competitive scene for a long time. Also I want a clan that BushiRoad will continue making support for, through booster packs and extra booster packs. I don't want a dead clan that ends up never getting new cards...

    Thank you for taking the time to read this long comment, Alice. :D Your insight would be most appreciated!

    ReplyDelete
    Replies
    1. 1. My prices are up to date enough that they still ballpark the deck cost. Narukami is FAR more expensive than Kagero even with Barri being so expensive. And Kagero currently has the more options.

      2. That's most of the clans and most of the decks given that you practice enough. I personally play Stern Blaukluger. I'd lean toward Kagero and Narukami if I were you though since they're already of interest to you.

      3. Pick a main character clan only then. Bushiroad has been fuck-retarded about keeping older clans up to date lately. The newest sets in Japan are all about breaking the game in favor of the main clans. Narukami is set to scale well and when we get BT11 releases, Kagero is a main feature of that though it's going to take a long while for these to all make it to English. Unfortunately, scalability is no longer a pro of Vanguard because Bushiroad stopped caring about the integrity of the game.

      Kagero is a safe bet for all three though.

      Delete
    2. Alrighty! Anyways, I'm gonna attend the BT05 Sneak Preview and hope to pull a DOTE. It's gonna be my first time purchasing CF!!V cards and playing IRL so I'm super excited! Are you going to be attending?

      Delete
    3. Hell no. I don't want crossrides.

      Delete
    4. That's the spirit! Counter-meta all the way!

      Delete
  52. What's up Alice? I'm currently rocking a hybrid deck that's mainly Shadow Paladins. I teched in two Wyvern Strike Tejas and three CEO Amaterasu. It's pretty consistent in my opinion. No chances with Caar, no Peanut Butter Dragon, but I may replace TDD with him later to get more use out of Blaster Javelin. Three Ildona and one TDD for now though. I guess people can refer to this as a troll build. It wins though. Also, much love for your response on crossrides <3

    ReplyDelete
    Replies
    1. What's up with the CEOs. And thanks a lot, it's calming to hear that~

      Delete
    2. Well, there's no downside to having her on the vanguard circle. The only units in my deck that depend on a Shadow Paladin vanguard are 1x Gururubau and 3x Skull Witch Nemain. I figured since I get so much draw power anyway, there was no reason to take a chance at superior calling a trigger unit with Caar. I took Caar out, decided to get another unit that did something more useful, like premonition. After all, CEO does not hinder my deck by much. I just like having that freedom to drive check something more desirable. Most of my counterblasts go to Ildona for his limit break. I'll usually get a Nemain effect off once per game, which seems to be pretty standard. If I heal, I'll consider a second time and use her as fodder for Ildona's limit break. I know I can't retire CEO to pay the cost of Ildona's limit break, but that's not a chief concern of mine. I don't run damage flippers and I don't run Macha. The deck counterblasts enough already.

      CEO makes me feel better about running rainbow triggers (which is all Shadow Paladins have access to until next month) because it can help me with my attack patterns per turn. I only use her premonition effect, along with her +4000 power increase. I may only be playing about half of the card, but I prefer triggers being made useful instead of getting superior called to the rearguard with Caar. Sometimes I'll see a perfect shield on top and I'll leave it there to prepare for the next turn. They'll think it's a trigger and blow their perfect shield. Maybe I want to check another Ildona to ride next turn. That's the beauty of premonition, but you already knew that. =)

      Delete
    3. I'm just mad they mistranslated Catha.

      Anyway sounds good.

      Delete
  53. Hey Alice, What decks have the most power as in damage advantage or rather what are the "black" decks?

    ReplyDelete
    Replies
    1. Stern or Spikes are probably the most extreme examples.

      Delete
  54. Which clan are good in rushing?

    ReplyDelete
    Replies
    1. Spike Brothers. Granblue. Somewhat Shadow Paladins.

      Delete
    2. Granblue?? Which build

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    3. Any of the ones with self-revivers. They can swap the dead cards after rush for good cards from the drop.

      Delete
  55. Hey sorry for triple posting but my post can't seem to get through.

    Is a deck that has no limit breaks completely no match against one that has?

    ReplyDelete

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