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Tuesday, May 8, 2012

Deep Clan: Kagero

Kagero
Embodiment of Vanilla, Bahr
Kagero (Heat Haze) are a very interesting clan because their most prominent feature is doing destruction very well, while having no obvious or immediate weaknesses. Any of their destruction effects are one-for-one and this usually means that only the skill of the Kagero player can really screw them over. Most decks are at least restricted by an imaginary line where you know you don't want to do/not-do something because it messes with another mechanic of your deck. Not Kagero! You power up, kill whatever is a threat, and keep going.

They have one of the largest selections of builds in the Japanese format and even in English, they have several builds. Be that as it may, we will only be talking about the best builds available.






Born from an egg on a mountain top...
Goku is the god of destruction and the end of all things. Remember how we talked about Grade 3 drive check effects? They increase our probability of getting some effect during the drive check by adding our Grade 3 count to the "trigger" count. In Goku's case, he can hit your regular triggers or he can hit a Grade 3 which is now turned into a "Retire" trigger. It'll retire anything Grade 1 or lower. He sweeps the opponent's boosters right off the field. You want to ride Goku as soon as you get him and start the destruction early. Since it's automatic and costs you nothing, you will have a huge chance to deplete their field, stop their attacks from being boosted, thus allowing you to guard more lightly, thus allowing you to hit harder. Goku sets off a chain reaction that makes the entire fight go into your favor.

He also covers for Kimnara and Gatling Claw's effect by saving you the card cost. He has great synergy with Berserk Dragon which will retire their Grade 2 interceptors that Goku misses. Here's the drawback: running Goku without running more than the typical 8 Grade 3 units, is stupid. His 10000 defensive typing is a massive weakness which works out poorly for defending. Without the extra Grade 3s to pad out his effect, he just becomes a weak thing sitting there, missing his effect all the time. Since we run 4 perfect guards, it shouldn't be any problem for us to run extra Grade 3s. And we always have our backup doomtrain:

Dragonic Overlord, of course. His 11000 defensive typing is superior and allows us to easily defend against the reduced attacks once Goku starts petering out. You will mostly run this card both as our Vanguard (after Goku) for defensive purposes and as our Rear-Guard to safely use his effect. Overlord will basically work in our deck as a backup to not having gotten off Berserk Dragon, Kimnara, or Gatling Claw because Goku did such a good job. Then we have all those delicious unflipped damages that Overlord can use. Otherwise, he's just an 11k beater. When using his skill from the rear-guard position only, it guarantees that you get at least +2 somehow. In some way. No matter what. Counterblast 3 for +2 is an established tradition in Vanguard and Overlord accomplishes this even more easily than his Narukami counterpart, Vermillion. When combined with ways to stand such as Stand Triggers, Overlord's skill can spell fiery doom



THE DEVIL.
Okay, let's get this part out of the way. You probably noticed earlier that Blazing Flare was just a footnote in my mention of Kagero units. I'm going to go over the units we don't really need to worry about or run, briefly and give a short reason why for each. Blazing Flare Dragon allows you to power up when the oft-kill happens. Then, only when he's on the Vanguard, he can soulblast a whopping 5 to kill...just one thing. So what are his uses? Powerful attack on any turn you killed something during the main phase (even as a rear guard) or as an intercept-killer to seal your game. His soulblast effect is too expensive to arbitrarily go charging it up with our other killers, so we have to assume we only use this during Late game when we've ridden BFD on top of Goku and also either not retreated with Conroe (which is stupid) and used Kimnara/Gatling once, or we had to use Kimnara/Gatling twice. If we don't ride over Goku, we have to use freaking Kimnara/Gatling three times. Ouch.

His Superior Ride? Garbage. Oh sure, it charges up your soul—and minuses you into oblivion. For a clan that claims to have no weaknesses, that sure doesn't fit the theme. Not to mention how horribly situational it is and how rarely you will actually pull it off. Go ahead and run that combo if you really want to be Kai from the anime. He doesn't really have a situation where his effect just fits. It's nice to have, and we certainly don't want our soul just sitting there, racking up, minusing us with no payoff at the end. The same goes for Vortex Dragon in that instance. It's a horrible card and his megablast requires us to invest so much in his appearance for the effect that we get.

My love for you is like a truck.
When we can just be using Berserk and Kimnara, there's really no reason for Vortex or Blazing Flare to waste all of those counterblasts and soul on only 3 cards at once or 1 card. Two Berserks and a Kimnara essentially accomplishes the same thing except when we want it to and doesn't make us wait so long. Lastly is Seal Dragon, Blockade. I was iffy on this card when it first came out. Stopping your opponent's interception Late game will win you the game—at least in lots of the currently available decks. But a few things made me reconsider this: firstly, he has the bad 10000 defensive typing like Blazing Flare. This means he competes with Goku's space for domination. Secondly, he must be in the Vanguard position to activate the effect; again, competing with Goku.

Thirdly, he only benefits from this effect if the opponent has interceptors, can use them to stop an attack, and if it's endgame. Blockade just has too many negative points going for him to even bother with it. Stick to what you know is good: Goku and Overlord.

To infinity, and beyond!
I've actually been able to figure out a use for both this card and Blazing Flare Dragon. While neither of them work splashed into a random Kagero deck, they do both work...together. That seems paradoxical, to combine two weak cards and not have a weak deck, but it does actually work.

Using Aleph's first effect is pretty much stupid unless you're at end-game and absolutely have nothing better to do. However, in a deck with his and Blazing Flare's superior rides, you're almost guaranteed to get off one superior ride in a game. That's not the important part. What's important is what you do with that once you get it. If you get off Blazing Flare (yawn), you just wait to Soulblast 5 and kill something useful to the opponent. If you Superior Ride Aleph though, you're in business.

Dragon Knight Aleph is Counterblast 1, move Tahr and Bahr to the soul to superior ride Embodiment of Victory Aleph. You can use Lizard Soldier Conroe's counterblast as well if you're missing Tahr, Bahr (or for Blazing, if you're missing Gattling or Iron Tail). Make sure you take 1-2 damage as quickly as possible to ensure that this works out. Once Victory is out, you can play normally for a while until you have a total of 4 damage and are thrust into Late game. Call down a Berserk Dragon (or Kimnaras), counterblast your last 2, then remove Tahr and Bahr from your soul using Victory's effect to unflip all your damage. Now you can use even more Berserk Dragons, Kimnaras, Gattling Claws, or even Aleph's effect if you have none of those. Once the opponent's field is totally clear (and it should be by now), they probably will only call 1 card since you've depleted them so heavily. You have game at this point. Nothing can recover from an empty field in Late game except Basskirk (and you shouldn't be letting him get to 5 damage before Final Turn).

I was pretty surprised that this deck even works, but it does. You're extremely unlikely to not get some sort of Superior Ride off. If you get off Blazing Flare, his early turn Twin Drive and his Soulblast will actually make up for the minuses you accrue. Then you just put Bahr behind him and attack for 21000 (3 stages) every turn—you should be killing something every turn if you end up going the Blazing Flare route that game.

Stop right there, criminal scum!
Dragonic Lawkeeper is a newcomer with the Cavalry of Black steel set. The only other Kagero unit we get there is Garp, a faaabulously dressed Grade 2 vanilla. Lawkeeper himself is hilariously good. His entire use is indeed for the Late game, but that doesn't detract from the spanking he can give your opponent. You know how in Goku, sometimes you can get a kill off each turn? You know how good that feels? Yeah, well, with Lawkeeper, you do get that kill every turn. His skill makes your opponent either lose 1 card every turn in late game (giving you a defensive edge against being attacked) or your opponent makes poor decisions like not filling up their field just to save a card. Either way, they're not hitting for full power. At Late game. Ouch.

His offensive skill is just straight built into the card. As soon as his limit break goes off, you're getting that power plus, putting him at Stage 3 territory when Bahr is behind him. In addition, his Limit Break also removes interceptors if your opponent has any left that late, and even better—Special Interceptors (he pretty much banishes Blockade into obsolescence). His cost to activate is hilariously low, and if you play his deck you're pretty much always going to have the spare counterblast, even if Late game drags on for 3 or more turns. His weaknesses are typical in that he's easily bullied by the same crap Goku gets hit with: 15k and 20k columns. Running vanguards like this does put you at a huge defensive disadvantage when your opponent is allowed to make sloppy columns or set up really bad, easily counterable plays like the 7k interceptors that draw (Field Driller clones) and the Gold Paladin Valkyries. We can just splice a few Lawkeepers and Archdragons into our existing Goku decks and keep on trucking. You would only run 2-3 Lawkeeper in Goku since he's only used during Late game. That's exactly when Goku starts petering out, so it makes an excellently synergistic card to keep the Kagero Hate Machine rolling.

Kagero gets a ride chain which is Rank 1 and features the Amber Dragon series. Amber Dragon Dawn is your starter and will grant you an Amber Dragon Dusk (Grade 2) if you ride Amber Dragon Daylight onto it (Grade 1). Just like all Rank 1 chains, if you call the Grade 1 Daylight, you can drop a Grade 3 in your hand to search your deck for Amber Dragon Eclipse (Grade 3). This allows for an extremely consistent chain of rides that ultimately culminates in making up for one of your ride minuses and gives your vanguard 11000 defensive power. Each one is also granted power if the other is in the soul.

Amber Dragon Dusk is granted additional power just by being on the vanguard circle. +2000 when you attack a vanguard, so if you have a Bahr (or Raopia) there pretty much isn't any Grade 2 vanguard that can stop you from attacking for 3 stages. Not really much of an issue in Early game most of the time since it's not very optimal to guard the vanguard at those times. So while the Grade 2 doesn't have a very amazing skill (most of the Rank 1 chains' Grade 2s do not), it the Grade 3 on the other hand is another story.

Amber Dragon Eclipse is the new big boss Kagero unit. His skill allows you to pay counterblast of 2 in order to grant him another skill. That skill forces your opponent to retire two units if Eclipse hits. That's a pretty hefty penalty for letting a vanguard hit. Most people are inclined to let vanguards hit due to a guard costing too many cards from their hand.

This skill sounds pretty bad. You need to pay a cost in advance for something that is great if it works, but terrible if it doesn't. Most people don't normally guard the vanguard since it's considered a misplay to waste two cards or more stopping the one attack (when they can turn around and put any checked critical triggers on their rear-guard anyway) so what Eclipse actually does is it forces the opponent so suddenly make a decision. I can lose two or more cards in my hand or two cards on the field. Most counterblast 2 cost units that give advantage in this game will give you +1. In the case of Eclipse, it gives you +2 but it's the opponent's choice which +2 and of that selection (hand or field) it's their choice which units. Ultimately, this makes Eclipse very efficient by paying a 1:1 ratio of counterblast-to-advantage. If you aren't planning on using many counterblast-heavy cards, Eclipse is an excellent choice to run in the deck. If you can get the skill immediately on your Turn 3 ride, it usually won't be guarded, leaving you a way to poke lots of holes in their field early (which also directly combats the strategy of Spectral Duke Dragon). The ride chain isn't actually needed and is preferred not to be in the deck. The same +1 that you get from the starter is a +1 you'd get from Conroe, and Conroe is the better unit since he's not chance-based. It's either a 56% chance at +1 in the form of Grade 2 ride consistency or 100% chance at +1 in the form of any booster you want. I'll take the latter.

Neatmail Malasander
One new card that might make kill-spammy Kagero players happy is Heatnail Salamander. This is a very similar card to Demonic Dragon Mage Kimnara in that both boost for 6000 and both simplify the game by retiring a Grade 1 for the cost of themselves but with one difference. Heatnail is costless and must boost-hit. Kimnara is your choice but at one counterblast cost. Both have about an equal list of pros and cons and both do the same job in a similar way. Each are slightly different tools for the same job, however. If you need a deck that focuses on, say, a specific card's cost being spammed, Heatnail is useful for what it provides in terms of being costless like Aermo. If you have a vanguard like Goku who doesn't cost, then Kimnara is usually the better option (along with many other counterblast-draining cards like Berserk Dragon).

Be careful where you put heatnail since putting it behind any rear-guard that isn't 3 stages doesn't really add any additional pressure to that particular column. Only when you have two on-hit columns does an on-hit for 2 stages become threatening enough for guardbait. What makes Heatnail useful in these situations is that he can just sit behind your attackers (preferrably vanguard) and wait until your opponent cracks and lets him hit. If it's never, then he didn't cause a problem. If it hits and you can replace your booster, then all is well. If you mind the common pitfalls of using Heatnail Salamander, it can become a very powerful tool in your arsenal, and is searchable with Conroe for early game access behind the vanguard (usually guaranteeing the hit).

A BLOO BLOO BLOO
Promo cards everywhere! Dragonic Waterfall (what a bizarre name, maybe it's his tears) is a massive powerhouse. His skills only work on the vanguard position, but that's really all you need. The first skill is the normal "turn a 8k booster into a 3 stage column" which is some great stuff. It lets Waterfall stay competitive with 3-stage vanguards until he explodes. And that's where the second skill comes in. Waterfall can simply discard any extra Grade 3s in hand to become a 4-stage attacker. Or 3 stages with no booster (23000). A 4-stage attacker, especially in a deck sporting 12 copies of critical triggers, can be devastating. That's "perfect guard eating" territory. This means, his skill can essentially become a way to turn Grade 3s into Perfect Guard killers from your opponent. A pretty devastating ability when you check criticals and give them to your rear-guards.

The weird thing about Waterfall is that he doesn't even need his own build. He's like a tech into any given Kagero deck. If you play with Goku, all those extra Grade 3s become massive attacks in Late game. If you play with Lawkeeper, you discard with Waterfall in Mid game to keep huge pressure/damage going andthen use Lawkeeper in Late game. In Eclipse, he can be ridden over Amber Dragon once it runs out of counterblast, and just start getting rid of excess. It seems like no matter what Kagero build you put him in, he flows around the play style of the other vanguard units. You know, kind of like water.

Time to see the decks:


Goku Law-pocalypse Blazing Embodiment (Superior Riders)
Grade 0: 17
  • 1 Lizard Soldier Conroe. Starting Vanguard. So many uses, but keep him on the field unless you need a specific card like Kimnara or Barri
  • 4 Dragon Monk, Genjo. Heal trigger
  • 4 Blue-Ray Draco Kid. Critical trigger.
  • 4 Embodiment of Spear, Tahr. Critical trigger
  • 4 Gatling Claw Dragon/Demonic Dragon Mage, Rakshasa. Draw trigger. Kill their vanguard when it retreats! You can also run a third Critical Trigger if you prefer all-out offense.
Grade 1: 14
  • 4 Wyvern Guard, Barri. Staple perfect guard
  • 4 Embodiment of Armor, Bahr. Staple vanilla booster
  • 3 Demonic Dragon Mage, Kimnara/Heatnail Salamander. Hit any bothersome 8k boosters that are sitting behind 8k and 9k rear guards. Hit their vanguard booster if it's a special one like Dudley Dan, Milk, etc. If you'd rather try and use the skill more often but less reliably, Heatnail Salamander provides that service. Or use Kimnaras but replace Aermos with Heatnail.
  • 2 Flame of Hope, Aermo. His ability is amazing and I wish the deck had room to run him at a higher amount. The only thing you can tweak is Bahr though, and losing your ability to make Berserk Dragons into stage 2 shield attackers is bad.
  • 1 Lizard Soldier, Raopia. One may seem odd, but it's just enough. You won't be using this card until Late game when you have your Lawkeeper out and are limitbreaking with it. But when you do, it's nice to have that power boost and not need a Bahr Behind the Vanguard. It doesn't really sacrifice deckspace by being in there and it's no skin off your back if you don't get it. (Plus you have Conroe).
Grade 2: 10
  • 4 Dragon Knight, Nehalem/Garp. Staple vanilla interceptor.
  • 4 Berserk Dragon. Clinically retarded not to run this at maximum. This is your main garbage cleaner and equalizer
  • 2 Dragon Knight, Berger. Special interceptor makes up for the extra Grade 3s. You can also use Garp/Nehalem here if you aren't worried about defense. It might also be good to run him since you have mostly 6k boosters in this deck, and you might not always have an extra Bahr.
Grade 3: 9
  • 4 Dragon Monk, Goku. Staple and required for the deck to run. Ride ASAP. Bizarrely, you can run Waterfall instead as your main ride so long as you keep Lawkeeper. The game flow works the same, but instead you use the excess Grade 3s to hit huge stages and bring the pain early on, then finish up with Lawkeeper late. However, it's not nearly as effective as Goku.
  • 3 Dragonic Lawkeeper/Dragonic Waterfall. This is now the bread and butter of the deck come Late game. Ride him and keep the rear-guard hate flowing. If you prefer to maximize your Goku potential, run Waterfall and discard the excess Grade 3s when you run out of checks. If you do this, run Overlords instead of Archdragons.
  • 2 Dual-Axe Archdragon. You can run Dragonic Overlord to thwart bad columns instead. Archdragon will come in handy at the late game (hence 2 copies). If you replace Lawkeeper with Waterfall, run Overlord instead.
Grade 0: 17
  • 1 Lizard Soldier Conroe. Starting Vanguard. Determine which Superior Ride you are going to use (try for Aleph) based on what Grade 2 you have in the opening hand. Use Conroe to get any of the missing Grade 0s or Grade 1s that allow the ride.
  • 4 Dragon Monk, Genjo. Heal trigger
  • 4 Blue-Ray Draco Kid. Critical trigger.
  • 4 Embodiment of Spear, Tahr. Critical trigger
  • 4 Gatling Claw Dragon. Draw trigger. Try not to use this during your opening move unless you know you're superior riding Aleph and you have enough damage to pull of the ride, this card, and possibly Conroe. If you are riding Blazing Flare, do not use this effect unless you have multiples.
Grade 1: 14
  • 4 Wyvern Guard, Barri. Staple perfect guard
  • 4 Embodiment of Armor, Bahr. Staple vanilla booster
  • 4 Iron Tail Dragon. Required by our deck to superior ride.
  • 2 Demonic Dragon Mage, Kimnara. Use to soulcharge+kill for Blazing Flare if you superior rode Aleph just in case you want both effects. Also use to kill things if you have a replacement booster, which you probably should.
Grade 2: 11
  • 4 Blazing Core Dragon. Required to superior ride. You can put Iron Tail or Bahr behind this.
  • 4 Dragon Knight, Aleph. Required for the deck to superior ride. You can put Iron Tail or Bahr behind this if you call it.
  • 3 Berserk Dragon. Use this with Victory Aleph to re-flip and spam more destruction.
Grade 3: 8
  • 2 Embodiment of Victory, Aleph. Superior ride this if you have the choice. Unflip your damage once you have counterblast 4/5 and then re-use the counterblasts for Berserk + Kimnara. You only need 2 since Superior Rides come from the deck.
  • 2 Blazing Flare Dragon. Superior ride this if you have to. Replace with Overlord once you're sure you can't kill anything each turn anymore. Only 2 since Superior Rides come from the deck.
  • 4 Dragonic Overlord/Dragonic Waterfall. Try to get him in as a rear-guard so you don't lose twin-drive. Late game, ride him over Blazing Flare (if you rode it) for your 11k defense. If you use Waterfall instead, you can toss excess Grade 3s to keep the bulk of your mid and late game coming strong.


Nightfall (Eclipse) Dread Judge (Lawkeeper)
Grade 0: 17
  • 1 Lizard Soldier Conroe. Starting Vanguard. So many uses, but keep him on the field unless you need a specific card like Kimnara or Barri. This is important because if you can use Eclipse on Turn 3 (2 damage), then you can usually hit with it.
  • 4 Dragon Monk, Genjo. Heal trigger
  • 4 Blue-Ray Draco Kid. Critical trigger.
  • 4 Embodiment of Spear, Tahr. Critical trigger
  • 4 Demonic Dragon Mage, Rakshasa / Gattling Claw Dragon or Dragon Dancer Monica or Ruby Carbuncle. Third Critical trigger. Criticals are welcome in this deck since it already gains so much advantage from other sources. If you prefer draws, you can take your pick of any of them.
Grade 1: 14
  • 4 Wyvern Guard, Barri. Staple perfect guard
  • 4 Embodiment of Armor, Bahr. Staple vanilla booster
  • 3 Demonic Dragon Mage, Kimnara/Heatnail Salamander. Hit any bothersome 8k boosters that are sitting behind 8k and 9k rear guards. Hit their vanguard booster if it's a special one like Dudley Dan, Milk, etc. Do not use this effect more than once since you want to Eclipse twice. If you'd rather try and use the skill more often but less reliably, Heatnail Salamander provides that service. Or use Kimnaras but replace Aermos with Heatnail. If you choose Kimnara, be sure you only use that skill when your Eclipses fail to be ridden before late game.
  • 2 Flame of Hope, Aermo. His ability is amazing and I wish the deck had room to run him at a higher amount. The only thing you can tweak is Bahr though, and losing your ability to make Berserk Dragons into stage 2 shield attackers is bad.
  • 1 Lizard Soldier, Raopia. One may seem odd, but it's just enough. You won't be using this card much but when you do, it's nice to have that power boost. It doesn't really sacrifice deckspace by being in there and it's no skin off your back if you don't get it. (Plus you have Conroe).
Grade 2: 10
  • 4 Dragon Knight, Nehalem/Garp. Staple vanilla interceptor.
  • 4 Berserk Dragon / Bellicosity Dragon. Use Berserk if you want backup options for Eclipse, but use Bellicosity if you're comfortable using just Eclipse.
  • 2 Wyvern Strike, Tejas. Costless booster killer that's pretty scary when taking out just about any booster. With Bahr behind, it that's 3 stages to a booster that would be a problem for you normally. If you can Eclipse on Turn 3 and hit a booster with Tejas, the opponent likely won't recover from that any time soon and you're free to drop less guard for all of Mid game.
Grade 3: 9
  • 4 Amber Dragon, Eclipse. Required for the deck to function. If you don't get Goku by Turn 3, use this skill on Turn 3. Use the skill any time you need to force out more guard. Make sure you ride this before Late game or you won't be able to properly apply the skill.
  • 4 Dragon Monk Goku. Start with Goku if possible, and check maybe 2-3 kills until you get an Eclipse.
  • Dragonic Overlord / Dragonic Lawkeeper. Your choice of tech.
Grade 0: 17
  • 1 Lizard Soldier Conroe. Starting Vanguard. So many uses, but keep him on the field unless you need a specific card like Barri. This is not as important as other decks though, so if you do need something, use it.
  • 4 Dragon Monk, Genjo. Heal trigger
  • 4 Blue-Ray Draco Kid. Critical trigger.
  • 4 Embodiment of Spear, Tahr. Critical trigger
  • 4 Demonic Dragon Mage, Rakshasa / Gattling Claw Dragon or Dragon Dancer Monica or Ruby Carbuncle. Third Critical trigger. Criticals are welcome in this deck since it already gains so much advantage from other sources. If you prefer draws, you can take your pick of any of them.
Grade 1: 14
  • 4 Wyvern Guard, Barri. Staple perfect guard
  • 4 Embodiment of Armor, Bahr. Staple vanilla booster
  • 4 Heatnail Salamander. Hit any bothersome 8k boosters that are sitting behind 8k and 9k rear guards. Hit their vanguard booster if it's a special one like Dudley Dan, Milk, etc.
  • 2 Lizard Soldier, Raopia. You won't be using this card much but when you do, it's nice to have that power boost. It doesn't really sacrifice deckspace by being in there and it's no skin off your back if you don't get it. (Plus you have Conroe). It's slightly redundant since by the time its skill comes into effect, Lawkeeper already gets +3k, making him 23k which is a bit of a waste. Consider this an extra Bahr.
Grade 2: 11
  • 4 Dragon Knight, Nehalem/Garp. Staple vanilla interceptor. For use with Heatnail.
  • 3 Bellicosity Dragon. This is great on one column while you have Heatnail on another to add pressure.
  • 4 Berserk Dragon. This gives you a main destruction engine in midgmae. Probably best to use the skill sparingly on specific targets since you also have Conroe and Lawkeeper to think about. If you get a Bellicosity hit, feel free to play another.
Grade 3: 8
  • 4 Dragonic Lawkeeper. It's pretty unusual to run four Lawkeepers in anything, however this deck prefers not to re-ride and incur that minus. Instead, you sit on Lawkeeper and use your midgame lower grade units like Heatnail to keep an active midgame. Once late game comes, you bring the pain.
  • 4 Dual-Axe Archdragon. For use with Late Game. I actually don't recommend playing this earlier than that since they're such a target for destruction. Use as an emergency "shield" in that way if you have to. But otherwise, play Bellicosity and other interceptors, then guard to make room for these in Late game. Try to use Conroe on Bahrs you may be missing.

Estimated Deck Cost: $200 | $145 | $220 | $225
Closing Notes: The real bite is the Wyvern Guard, Barris which are $25 each minimum and usually $30. Lawkeeper is about $6. Some people have this insane idea that running any more that 8 Grade 3s is always wrongbadfun and leads to losing the game. In actuality, running 9-10 in Goku is no big deal. You can run Blazing Flare, but I don't suggest him anymore now that we have the mighty Lawkeeper. He sucks anywhere other than the superior riders build.

Each build of Kagero work slightly differently. All of them usually have a similar goal which is to control the quality or quantity of the opponent's field (playing defensively) and rack up advantage.

Goku Law-pocalypse - You ride Goku, check grade 3s until Late game, and then ride Lawkeeper. Each check-kill is of higher quality than the minus you incur during ride-over, so not a big deal. Usually, you get about 2-3 kills with Goku per game. Lawkeeper will get you 1-2 kills per game at best, but they're worth it for the ability to circumvent rear-guard skills, intercepts, etc. Berserk can probably get you 1-2 kills as well. Total advantage on average is about 3-6 (4.5).

Blazing Embodiment - Not a deck that attempts to get mad advantage in the same way as usual. The primary gambit is riding Aleph, with the secondary gambit then being to use Berserk Dragons, unflip everything, and use more counterblast. Typically in that scenario you can get +4-5 advantage during a game. The alternate route is Blazing Flare, where you just use the early commitment from a superior ride to try and deal a bit more damage, then get a couple Berserks off. Typically gets +3 per game. Total average advantage is somewhere around 3-5 (4) per game.

Nightfall - Probably one of the best decklists Kagero has available. Primarily you kill-check with Goku about 2-3 times and then ride over (minus) with Eclipse and start spending your counterblasts to get 1:1 advantage ratio (*Do this before late game!*). Typically this deck can get 5-6 (5.5) advantage per game, making it the highest raw advantage deck Kagero probably has available. Not to mention it's also the cheapest build!

Dread Judge - This is mostly unlike other Kagero decks. It splits its priority to one third control (Heatnail / Bellicosity), one third advantage (Lawkeeper / Berserk) and one third power-pressure (Lawkeeper / Dual-Axe). The idea is to ride Lawkeeper, sit on him and prepare your setup for late game while imposing heatnail, bellicosity, and berserk dragons to rack up whatever quality and quantity advantage you can. Typically the deck only gets a true +2-3 total on average, but has a higher pressure output during Late game than other Kagero decks. The opponent will suddenly start having to guard everything and those things are rather big.
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