We've moved! Point your browsers here: http://v-mundi.com

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.

151 comments:

  1. What do you think about Dragonic Lawkeeper, the Kagero limit break unit?
    I was thinking of adding 2 of him into my Goku deck for late game. But other than removing interceptor and gaining the +3k power, there isn't much else. Most of my counterblast gets eat up by Dragonic Overlord so I may have trouble using him in late game.

    ReplyDelete
    Replies
    1. He's "okay". Not great, not bad (like blazing flare dragon). He does decently.

      Delete
    2. I tried lawkeeper. He is good if we get set 3, dual axe.
      he is better than goku in some way as he prevent intercept, hit for 21k if booster by 8k and force retire or force oppnent to play only with 4 RG, he also make many 11k vg pwr to bcome 9k like asura kaiser and overlord. His downside is he need 4 damage and he is 10k and he need CB1 where goku is free.

      I'd say play either goku or him. dont mix those 2 together. I like him becuz I never like overlord CB, too heavy.

      Delete
    3. He's doing better than I anticipated. I plan to update this once his BT03 support crops up for English.

      Delete
  2. I don't understand why you're running the Blazing Flare Dragon fluff in the second deck. I can see Aleph being alright if you get off his superior ride (otherwise he's useless), but Blazing Flare Dragon is still not as good as Goku. Why not replace the Blazing Flare Dragon with two or three copies of Goku and get rid of all your Blazing Flare Dragon fluff for...well...anything else?

    ReplyDelete
    Replies
    1. Well, I guess I can see how Blazing Flare Dragon has synergy in the rearguard if you have Aleph in the vanguard. It still looks inconsistent as crap and pretty pointless.

      Delete
    2. Because otherwise you will never get off either superior ride. And Aleph needs a superior ride to use his second (the most important) effect. Basically, you're doubling up on superior riders to make it work. And it works.

      As for "pointless" or "inconsistent", it's neither. It'd be inconsistent to try running either superior rider by itself. The point of the deck is to have both and Conroe which is a wild card. I've tested this dozens of times just like any other build I put on here.

      Delete
  3. Read the whole article before saying something stupid. Also, I have recently made a lawkeeper deck and I am loving it. 21 rearguard - 23 vanguard - 21 rearguard again, without triggers. That would be you're perfect field and I've got it many times. You should consider it Alice.

    ReplyDelete
    Replies
    1. Well Lawkeeper isn't actually out in English yet, but I do agree that I like him. I'll be giving him a thorough test and try to prepare Kagero players for EB03

      Delete
  4. so which deck would the better of the two. because i have the cards for both of them but not enoguh to build them both. and i cannot decide which one i like the most

    ReplyDelete
    Replies
    1. In my experience, Goku is more consistent.

      Delete
  5. In my experience 4 Kimnara seems to be very redundant and often times the counterblast would be much better spent on Berserk or Overlord.. What are your thoughts on 2 Kimnara 3 Aermo and an additional grade 2?

    ReplyDelete
    Replies
    1. The additional Grade 2 is a bit cloggy, I'd go with 3 Kimnara 3 Aermo if you have to change it up.

      Delete
  6. Hey, I just want to say thanks for this. I go onto all kinds of websites about Vanguard and what I like about your blog is that it's all about the ENGLISH! I don't mind the Japanese cards but knowing that so many cards are out for Japanese and don't know when it's coming out to the U.S., it's hard to know what would be good and can work. So props for making this an all English Vanguard site. Keep up the good work.

    ReplyDelete
    Replies
    1. Yes, English-only was always the goal for me when I created V Mundi. I'm glad it's serving people so well~

      Delete
  7. But I've noticed some of your posts saying 4 perfect guards in the deck... isn't 4 perfect guards a little too much? 2 or 3 is excellent IMO....

    ReplyDelete
    Replies
    1. ALL posts except dual-clan decks say to use 4 perfect guards.

      Using Hypergeometric Cumulative probability, if you run 4 or 3 perfect guards, you have a 38% chance to damage check at least one per game. That's over 1 in 3 games you will damage check one. If you don't run 4, you're screwing yourself out of using as many perfect guards as possible.

      There's a 20% chance of not drawing or even seeing at least 1 of any given 4-copy or 3-copy you run in your deck. That means, on average, there's a 58% chance each game that you are -1 copy of your perfect guard. Or about 2/3 games you will be -1 total. Also, increasing to 4 copies will increase the probability you draw it from start to finish. Since you need at LEAST 2 to win, do 4.

      They act as boosters in a pinch and, at worst, you ditch one for the cost of another. If you run less than 4, I'll be very inclined to fight you because my chances are much better that my big meaty vanguard will hit after doing some ridiculous skill like Phantom Blaster Dragon/Overlord, Stern Blaukruger, etc.

      Delete
  8. Is Blazing Flare Superior ride that much of an issue? I know you lose two cards early on in the fight (-2), but the extra Drive check gets you one card back and not riding on the next turn makes up the other card.

    ReplyDelete
    Replies
    1. By himself, it's a big issue because you add the huge chance for it to fail and make a large chunk of your deck vanilla. Running two sets of Superior Riders, whether it be Kagero or Granblue, is a really good way of combating that.

      Technically it's -3 when you count the Grade 1 normal Ride. The advantage is when you run Blazing Flare and Aleph Victory together. And if you can go first, you will have a Grade 3 out when your opponent has only a Grade 1 to defend with. Now, normally by that turn you'd only have a Grade 2, doing 1 drive check. So your twin drive gives you +1 for that turn. Coming up on the next turn is when you'd normally have a Grade 3. If you play any other deck, sure, the Grade 2 and 3 rides will minus you as well. So you wouldn't count those when talking about the superior ride (so it's -2, just for comparison) and you make up +1 during the turn you do it. So coming around the next turn, not having to ride is +0, and then you're at -1 total. It's really not that expensive of a cost to get those benefits for a while. The problem is that with Blazing Flare, you DO want to ride-over him. He's a poor defender, sure, like every other card, but he really provides you nothing extra while he sits there. He basically becomes a 10k vanilla. You can get away with having Aleph out a lot longer since he doubles the number of counterblasts you get.

      In short: Don't run BFD's ride chain by himself.

      Delete
  9. Replies
    1. It's coming, but probably won't be what you are expecting. Testing this deck has changed it a lot.

      Delete
  10. As someone who has used a BFD solo superior riding deck for a long time, I can't help but defend it a little. Well, I have been a little out of touch with the game so I can't know how it performs now in comparison to other builds, but I feel like it worked pretty well for me.

    How I used it didn't rely entirely on superior riding it though, but on its first skill. Therefore, instead of running 2, I ran 3-4, to populate the front row. In the back row, Jokas/Makoragas. This way, one could force the opponent into late game by attacking for multiple 20k+'s by popping something in the opposing field each turn, which isn't very hard if one runs a lot of Berserk/Kimnaras, and Kimnaras are searchable by Conroe, as well as Joka/Makoraga, so the soulblast is, while still very helpful, just a plus.

    Anyhow, kudos for your posts, they're a nice read.

    ReplyDelete
  11. How about Dual Axe Archdragon with Lawkeeper?

    ReplyDelete
    Replies
    1. Yep, with Set 3 comes an edit to Lawkeeper in the form of Dual Axe archdragon.

      Delete
  12. instead of the special intercepters i have high speed brakki with the lawkeeper build i pretty much have the resource covered

    ReplyDelete
  13. Why do you run Rakshasa instead of Blu Ray Dracokid? I've never used his skill, and when you can't use his skill, you're stuck with a 3000 booster.

    ReplyDelete
    Replies
    1. Because I forgot he comes out in set 3

      Delete
  14. "Fortunately, Set 3 is not yet out in English, so we don't have to worry about space for Dragonic Overlord in the deck yet." I believe this should also change. ;P Btw, what is your opinion about Flame Edge Dragon and could he be run in the Superior Ride build ?

    ReplyDelete
    Replies
    1. Every
      Fucking
      Time

      I gotta stop writing articles with crap I have to edit out in the future. DI/PM are going to be a hassle too.

      If you want to give up Berserk Dragon just to edge Blazing Flare along a bit more...I guess? But...ew, come on. He could also be used in a for-fun BFD/Vortex build.

      Delete
  15. Hahaha, that's why you have your dedicated fanbase, to help you with such tedious stuff. ;)

    Yes, I thought as much. There's no good option to remove from the Deck. Either way, the fight shouldn't take that long, so he won't be that useful.

    Btw, how will not having a Grade 3 11000 attacker affect either Deck ?

    ReplyDelete
    Replies
    1. More importantly is how it affects you as a defender. Enjoy getting hit by Valkyries and Field Driller clones for 2 stages.

      Delete
    2. Yeah, that's what I meant. So, what do you do ? Should we keep those Overlords instead of Dual Axe and sacrifice some attacking options or those opposing bad columns won't be that much of a problem ?

      Delete
    3. Do as the decklist says :V
      In the end it's a judgment call. I'd say if your locals isn't flooded with people abusing 10k vanguards, run Archdragon

      Delete
  16. So does everyone agree with the decision of Goku over Dragonic Overlord? I can't decide whether to run 3 Goku or 3 Dragonic Overlord. Your opinion will be much appreciated.

    ReplyDelete
    Replies
    1. 4 Goku, you want to actually ride him.

      Delete
    2. Thank you. I'm just not certain that 9 Grade 3s is a good idea. But I have never really considered using Goku so I will definitely give it a try.

      Delete
    3. If you play Goku, 9 is a good number. Use excess Gokus for perfect guard fodder

      Delete
    4. I've found the Gokus, 4 Kimnaras, and 4 Berserks to be very good. Around here there's tons of Spike Brothers and Lawkeeper deck by itself isn't fast enough to stop them.

      Delete
    5. Indeed, most variations I see are 4 Lawkeeper 3 Dual-Axe and 1 Overlord. It really isn't as effective.

      Delete
  17. Great article, very informative! :)

    I'm curious, I know he's not out yet, but what are your thoughts on the Amber Dragon series? Is it worth basing a whole deck around? :)

    ReplyDelete
    Replies
    1. It's a Rank 1 ride chain, so as far as those go, pretty stable. In Kagero you have a lot of better options, but if you like it, you should give it a try. I'll be testing it and doing a writup for Amber once Set 4 draws near.

      Delete
  18. Yeah, thanks a bunch, Alice! :)

    I am a little biased. I do love the Amber series and would love to give it a try, I know it may not be Goku/Overlord or Lawkeeper good but I hope it can still hold its own on a competitive level! :D

    ReplyDelete
    Replies
    1. That's the great thing about Vanguard. Most things are equally competitive :D

      Delete
  19. Hey Alice, I've got a friend who got the trial deck of Kagero and for some reason can't use it effectively. Do you know any tips he could use to improve with it? He normally plays against a Galahad deck, a SDD deck, and a Narukami Trial Deck.

    ReplyDelete
    Replies
    1. Tip 1: Get another Kagero trial and put in both Gokus, the 4 Overlords, all the berserks/nehalems/bahrs/3tejas/Gojo etc.

      Tip 2: Buy two more Goku

      Tip 3: Buy a Lizard Soldier Conroe

      Tip 4: Get ahold of some cheap units like Tahr and Aermo to pad it out.

      Now you have a cheap competitive Kagero deck without needing to drop 80 bucks on perfect guards. Work toward those next. I hope he has fun (and tell him to read my more conceptual articles if he has trouble playing the game)

      Delete
    2. Thank you! He's extremely excited to try what you've said here and I managed to trade one of my old RR's to get him a Conroe at a local cardshop.

      Delete
    3. If you get everything from Amazon and Cool Stuff Inc at the lowest prices, your Grand total should be around $46. Conroe is about 2.50, Gokus are 6 or less, Starters are 13 on Amazon, and draco-kids, aermos, etc commons would come out to 5 dollars or less total (probably waaaaay less or even free if you get some locals involved). So anywhere from $41-46 if you don't get ripped.

      Delete
  20. Nothing about Dragonic Waterfall?

    ReplyDelete
    Replies
    1. Please give me some time to test the new promo cards.

      Delete
    2. I just use something similar to the Eclipse build
      only switched out 4 Dragonic Overlord / Dragonic Lawkeeper for
      4 Dragonic Waterfall

      Delete
  21. No Heatnail Salamander? How do you not include the best pressure card in the game in your lists?

    ReplyDelete
    Replies
    1. Heatnail is pretty good but he's also pretty optional. You can run him or Kimnara in most decks. I'll make a side note that it can be either one.

      Delete
    2. Is running Heatnail AND Kimnara an option? Or would that be a little too much?

      Delete
    3. Like the notes say, you can trade off the Aermos for them but don't run all 3 types of 6ks.

      Delete
    4. The difference between Heatnail and Kimnara is night and day. With Kimnara, you and your opponent both -1, OR you choose to not use the effect to keep your 6k booster and pressure your opponent instead. Heatnail creates situations where you are A.) forcing your opponent to drop cards, B.) dealing damage and retiring a rearguard, or C.) killing two rearguards. Playtest it, people. There's a reason it's a RRR.

      Delete
    5. I've playtested it plenty. It only causes pressure behind the Vanguard. In Eclipse, your Vanguard can already pressure with the innate skill. So heatnail only pressures in turns where you don't pay the cost (this is good, I'm just stating a fact). When you use its skill, you have to replace your booster as well as your opponent having to. In both cases you have a 6k booster that allows you to use it or simplify the game. In one case, you can pay a low cost to FORCE it anytime, and in the other you don't pay an additional cost but it's up to your opponent. As said, it's basically best behind the vanguard since it adds no extra pressure behind a 2-stage rear-guard. And there aren't a lot of 3-stage rears in Kagero. Now if you have 2 of them boosting columns, you have a different story. In other words, it's good-it's just not unilaterally good.

      Delete
    6. >There's a reason it's a RRR.

      That must make Cosmo Lord, Gigarex, and Sky Diver AMAZING.

      Delete
    7. ^Show me a RRR G1 that's bad. I dare you.

      Heatnail offers Kimara's effect with the added advantage of boosting on the same turn, also providing you field scalability at no cost. Yes, it's best behind the vanguard in most builds. But in the Eclipse build in particular, you have no reason not to max it since you have extra G1 slots and you conserve your CB for Eclipse itself. Heatnail singlehandedly gives Kagero the boost it needs to move into competitive territory.

      Delete
    8. Yeah, and while you're at it how about you show him a Grade 2 R with an SP extra print at 9000 power that sucks too! Oh wait, you can't because they're all amazing.

      Delete
  22. whats your opinion on lava Arm Dragon as thats not in the Doc as surely it's a better option than Nehalem/Garp as it attacks for 13K+ each time

    ReplyDelete
    Replies
    1. Nehalem and Garp are conditionless 10ks. Lava Arm loses -5k when there is no Amber Dragon "Dusk" or "Eclipse" on the field. The deck states (or suggests) that Eclipse is only useful when you still have the counterblasts for its effect, and even suggests to try to aim for using it twice.

      Once your Eclipse bullets are out, switch your guns with either Overlord or Lawkeeper; by switching Eclipse out, your Lava Arm becomes useless. The reason for switching Eclipse out is because of Overlord's 11k defense vs Eclipse's 10k (it's not 11k because Dusk isn't in the deck), and Lawkeeper makes use of your final CB if you have one, getting a boost out of it when attacking.

      You REALLY don't wanna risk losing half your G2's attack once you switch out, which is probably around Late Game. You'd want to keep that constant 10k pressure than lose your pressure presence. Your unused Lava Arms will become a waste of space in your deck once Eclipse gets switched out.

      Delete
    2. Pretty much what this replier said. The only reason for Lava Arm is the same reason for the Grade 3 gainers that become 12k: abuse 10ks for 3 stages. It's a pretty risky gamble though since the Grade 2 versions like this have a chance to become much weaker. Not only that but we just don't have the room.

      It's not good to bet on abusing 10ks anymore anyway.

      Delete
  23. I love you. I love you with all of my dancing dragon soul...

    ReplyDelete
  24. Whch is better, Dragonic Waterfall or Dragonic Lawkeeper?

    ReplyDelete
    Replies
    1. "Better" is a really misleading question. It depends on what you're deck is doing. Both are behemoths that wreck. Both are pretty splashable too. Both tend to get stronger as the fight goes on.

      Delete
  25. ok alice I wanted to ask, is the Eclipse build worth making? or would I be better off going with something different in terms of decks.
    Am asking because I sadly had most of my vanguard stuff commandeered last week DAMM.( including my three decks) am looking to only make 1 investment (this time) for the long haul, and was wondering if you would lend me your expert advice input ETC

    please and thanks

    ReplyDelete
    Replies
    1. Someone took your cards? That's horrible.

      Eclipse is pretty good but it's less of a "build" and more of a tech. The Amber Dragon line isn't worth giving up Conroe. You can try it with Waterfall and/or Lawkeeper.

      Delete
  26. Yea it is kind of a downer that it is! Oh well.

    I kinda noted the teck part of the dragon, was actualy considering running him with Waterfall/Lawkeeper or overloard anyway. So having you bring that up kinda conferms what I was thinking from the start.
    While I kinda liked what the full chain offered, I like what Conroe offers better XD though I will probly test out the ride chain for my self.

    The only thing I wanted to ask is regarding the Eclipse build, have you found in your testing that you ran out of counter blasts? or is it more along the lines of just having the options and only using them when you need to ETC

    best regards

    ReplyDelete
    Replies
    1. It's about options mostly. Eclipse will plow through your opponent's cards so it's worth using counterblast on him.

      Delete
  27. Alice, so you are not going to make a build for the crossride when the release date get closer?

    ReplyDelete
    Replies
    1. No. Because then I have to go to every decklist and make them all boring vanilla crap just to try and hit 18k in every column. If people want to play Boringuard, let that be on them.

      Delete
  28. Alice, about the Eclipse build, is it okay to run like 2 dragonic overlords and 2 law keepers with the eclipse or is it a must to run either 4 overlords or 4 law keepers?
    Also, great article! Found this site while searching for some pro tips on building vanguard decks since I just started and this has been one of the most helpful!

    ReplyDelete
    Replies
    1. No you can run 2/2. That works fine. Kagero is REALLY flexible with its Grade 3s since so many of them are good and go together. I'm glad I'm of help~

      Delete
    2. Great! Thanks!

      Delete
  29. hi,i just wanted to know when will you have a DOTE the deck profile?

    ReplyDelete
  30. Is Bellicosity Dragon worth running in Eclipse build? I wanted to run them but I can't give up Tejas, Berserk Dragon and 10k vanilla.

    ReplyDelete
    Replies
    1. You can do it in several builds, but you have to change the meat from using 10ks and Aermo/Heatnail/Kimnara to using 7ks. Not that Kagero has bad 7ks, they just have great 6ks.

      Delete
  31. Can u try and do a lawkeeper build and if possible, the dragonic overlord the end build. :)

    ReplyDelete
    Replies
    1. There is a Goku/Lawkeeper deck build listed.

      As for JI ENDO...
      1) English meta
      2) This is a "no crossrides" zone.

      Delete
    2. "The End" is released

      Delete
    3. ok, so ignore the crossride, and focus on lawkeeper. the Goku/Lawkeep deck up there is Goku with the option of lawkeep as your clean up crew.

      If you, anonymous writer, want a Lawkeeper deck, simply take most of the commonly used cards in those deck, put them together and play around with the deck.

      and since Belicosity dragon is coming out at the end of march, i highly recommend using him as well.

      Delete
    4. That would be mostly because Lawkeeper isn't a great strategy for a singular focus. But I have stated before, for people who don't mind decks having to wait until late game to start working properly and don't want to minus when they ride over Goku, use Lawkeeper and maximum and Dual Axe Archdragons.

      Delete
  32. Any tips on how to fight this clan? All those little retires add up over time and it feel like I don't have enough cards or field to fight back with. Btw I play spikes, granblue, and novas.

    ReplyDelete
    Replies
    1. Kagero doesn't have any direct weaknesses so what you need is a gimmick that can either shrug it off or overpower it.

      Delete
    2. Yes Alice said is right, the way to beat a kagero deck is to overpower it. The key thing is know when to guard and not to guard. Example: Heatnial,yes its a terrible card but when do you let it go through or not let it go though? If read Alice's scalability forum, I simply ask myself, "can I replace it" and I also ask "can he replace that booster next turn"? say they have 5 cards. at the cost of one of my boosters can he really replace that after my full assault next turn? Areomo you obviously don't let through and overlord (if effect activiated) dont go through, and the end you always NEVER let it go through. There is one thing Kagero looses too and thats multiple attacks decks, if you play spikes and novas how do you loose to it?

      Delete
    3. What's really going to bake your noodle is why isn't Kagero the top deck regardless of entrants when it has no weaknesses, lots of pressure, and good advantage?

      Well the answer is that because that's all Kagero has. It doesn't tip the scales greatly in any given game. So while it has no direct weakness, overpower and multiple attacks can definitely win.

      Delete
  33. Excuse me Alice, but what do you think of "Seal Dragon, Blockade"?

    ReplyDelete
    Replies
    1. Not a whole lot. It's kind of neat in some budget builds. Kagero has such a good Grade 3 lineup that there's not really room for him.

      Delete
  34. hey alice what are your thoughts on Garnet Dragon Flash

    ReplyDelete
    Replies
    1. What is there to think about?

      Delete
    2. smh..answers question with question haha
      rephrase: do you think it is usable for a deck or is it trash?
      just seeing if i should keep it in my deck, trying to make the best custom budget build

      Delete
    3. The implication is that it's obviously trash.

      Delete
  35. hai Alice... :)
    can u tell me which clan is the good/best to combine with kagero clan??

    ReplyDelete
    Replies
    1. Well there are a lot, especially Nova Grapplers with Mr Invincible, but you shouldn't be combining clans just for the sake of it. Try coming up with a strategy first and then combine.

      Delete
  36. Hey alice, I was wondering when building a DOTE deck if their were any perticular cards that would be good ideas to inclued? aside from the Normal choices that is. Ben running around trying every clan I could get my hands on (jap and english) with very little luck finding one that I really connected with aside for angel feathers xd. However I had my angels stolen a week ago (sad face) and have been looking for something that I could connect with ever seance. Long story short a friend of mine let me play their DOTE deck at our last locals,bloody marvellous it was felt like coming home and finding an old friend.
    Seeing as I have never played Kagerō before, I was wondering if you could offer any advaice ETC to me?
    best regards

    ReplyDelete
    Replies
    1. You would have better luck net decking DOTE than getting a polite and accommodating response from here. DOTE is a hard deck to screw up on. Since everyone and their dog plays that stupid deck, it won't be hard to find an answer to your question on YouTube or any other blog. Seriously, if you want to understand DOTE, check out Chan's DifferenceInSkill videos. He no longer plays, but his videos are amazing. There is nothing unique about it and there is no technique to playing the deck. Hence, it's expensive because people are too lazy to figure out other creative ways to win. So they look up a net deck that has been reported to win instead of trying to understand why it's put together like that to begin with. Kagero is good by it's own merit, DOTE just made it mindnumbingly easy to win with.

      Delete
  37. You might want to do an article on Dragonic Overlord the End since it's been release in English now.

    ReplyDelete
    Replies
    1. You should read earlier posts. This site doesn't care to make decks using crossrides. Especially since you can't really fuck up making a CR focused deck unless you have downs.

      Delete
  38. I really don't get people their problems with cross rides, sure the 13k defense is nice and all but you basicly have to fill ALL your g3 slots just for that 13k power and ability x.
    Man up and just make a article about it...

    ReplyDelete
    Replies
    1. >Implying you're not mentally challenged

      Delete
    2. Yeah, it's so horrible filling your Grade 3 slots with amazing overpowered cards. What ever shall I do!?

      Delete
    3. Except they are no where near being OP, i mean it's fine and all if you wish to join the crowd who think's they are.. But 18k lanes are not difficult to make, especially since we have acces to Limit Break where as Japan at the time didn't.
      So before shouting "OP OP.. im cool cause they say it's OP" think about it before spilling your beans ;-)

      Delete
    4. 18k lanes are not difficult to make, but making 18k lanes that do anything beyond vanilla beatdown is. What do Limit Breaks have to do with it?

      Successfully getting your 13k defense is not difficult. A commonly cited statistic around here is that you will achieve this in 7/10 games. That's a fairly reliable chance and if you don't it's still a 11k body with no real downsides. In Kagero in particular you also (threaten to) retire your opponent's vital boosters that they desperately need to hit your now 13k vanguard. The End doesn't lose twin drive with his persona and only has to hit SOMETHING, not a vanguard like Stern or other standing vanguard plays.

      Do not make the mistake that people are just jumping on a "it's OP" bandwagon.

      Delete
    5. Still doesn't change the fact that people are asking for an article (even though they most prolly know the bandwagon majority over here doesn't like them)
      Hence the just man up and make one, they come here asking for a reason which is that 1) they enjoy the articles and/or 2) they want it specifically from Alice.
      Get of your high horse and show them some love! cause they show you enough.

      Delete
    6. Yeah, talking down to someone is really going to make them do you a favor. That they don't want to do in the first place.

      I love how you live in this delusional world where you think 18k is just as easy to make as everything else. The moment you start compromising your deck's gimmicks by putting in Bedivere clones, Kay clones, 10k vanillas, and 8ks vanillas, you can now hit crossrides for 2 stages, but you've been stripped of two important key features of vanguards: Actual effects. And the ability to hit three stages ever.

      Don't go acting like this makes them fair. Crippling every other deck into being effectless isn't fair.

      Delete
  39. Ow great, now we go on the fair guild tripping road..

    Honestly, noone is forcing you to play or buy their products so why complain atall?
    If the food/service at restaurant X stinks you arn't going back there now are you?

    I'd rather live in my "delusional world" then in your "i'am a customer and i DEMAND this, that and the other cause it aint fair if i don't get that"
    And like you said yourself, why would you compromise your deck by running random 10k+ attackers with no useful effect other then hitting for 2 stages.
    If you can hit for 13k + i really don't see the problem it still takes one card to guard regardless, and more often then not they will have to use those 10k shields.
    AND ofcourse you can always take out their rearguard, and force them to either play more cards or have less attacks.
    It might not be fair in your eye's, i see it as a challenge to beat those scary OP decks.

    -best regards....

    From the Delusional World, otherwise known as the Dark Zone...

    ReplyDelete
    Replies
    1. If you have 1 stage columns (against anything, crossride or not) and your opponent has 2 stage columns (against anything, crossride or not), you are bleeding card advantage or damage every turn. Your opponent only needs to guard with one stage. A single card. They get two of those just by checking twin drive each turn.

      If your opponent can hit 2-3 stages but you can't, you are generally not going to win barring bizarre chance or misplays. Killing their RGs with 1 stage attacks is about the same as just attacking their vanguard; you're just deciding which card they discard rather than whether they take damage or guard. Meanwhile they're forcing you into twice as bad of a guarding scenario. And they (crossrides) do this in 7/10 games. You absolutely have to have 18k columns or you really are just doing 1 stage attacks all game.

      "why would you compromise your deck by running random 10k+ attackers with no useful effect other then hitting for 2 stages"? Because you'll be behind all game if you don't. This is not the kind of game where you can just "get over it", "tough it out", "win with luck". If a game with those qualities exists, it honestly has some problems. This is a game of probability, chance, and informed decision-making. You run 18k columns against 13k vanguards because it is effective even though it is BORING. You sacrifice gimmickry to do this because your gimmicks don't do anything if they can't hit or create pressure. Standing 11ks like Brutal Jack or 16k columns (Death Army) are prime examples of a gimmick that works in a 11k meta but not a 13k meta. Which makes a Nova build incorporating such units sub-optimal.

      Doing less than optimal is, to blow it out of proportion, saying "I'm ok with losing consistently." Call that "fun" or "casual", but that is not what we're talking about. Please cite hard facts and not gut feelings if you want to be taken seriously.

      Delete
    2. Oh god it's like this crosstard doesn't know Bushiroad takes suggestions.

      That's why you don't just leave a hobby every time it becomes shit. Sometimes a company wants to hear out its customers so it doesn't lose them. Plus, by the same logic, who are you to judge someone who picks and chooses what they like about a game? If you don't like her blog, stop reading it and go to some other blog that's not even half as good, but has your precious broken cards in it.

      I can't believe that you would even need an article on them anyway. Making a cross deck doesn't even require a brain. It's practically on-rails.

      Delete
  40. Fun fact is, i don't like or dislike them..
    But i get insulted anyway because im someone with a different view, Cross rides arn't unbeatable nor are break rides, they just ask for a different approach.

    But from what im reading here, everyone is against it because the god of these pages are (all the reasoning im reading are litterly copy/paste)
    Now im going to say something that will infuriate you science/math/probality freaks even more, this game isnt build on something like that atall.
    Now here comes my reasoning; this game resolves about 60%ish around luck, luck? yes luck and here is why.
    You have no influence whatsoever over what you are gonna draw (yes yes tsukuyomi ohohoh) but i hope that you're able to think..
    Same goes for Drive check ofcouse, now one could call it probality which is acceptable i guess, but cutting it down to even 0,01% of a hance means there is there room for error.

    That's my reason for liking this game, luck.. cause even someone with just a starter deck can win (notice the CAN) against cross rides or what you not.

    I'll repeat myself once more in the hope it will get it, there are people (not me) who'd like an article about it they'd even asked nicly and they did not even get a "no sorry here we do not like cross rides so please look for them ...... or ...." no no instead they get insulted for being brain dead or otherwise stuck with a mental illness.

    That is what struck me, Guess ol' john was right afterall..
    http://www.inquisitr.com/34223/john-gabriels-greater-internet-dickwad-theory/

    ReplyDelete
    Replies
    1. You get insulted because you don't substantiate your claims, you use fallacious reasoning to argue, and you act as though you're automatically right, while disregarding everything your opponent says. So stay in your own little delusional world if you want, but no one with an actual brain is buying your bullshit.

      You want to know why people disrespect someone like you? Take a look at the shit you say:
      "Cross rides arn't unbeatable"
      This isn't an argument. Literal invincibility is not what's on the table here, so you're just misrepresenting everyone. In a given game, someone might beat a crossride. Woopdeedoo. What people are saying is on average crossrides win, and those people provide math and evidence. You provide baseless claims.

      Then you say shit like this:
      "But from what im reading here, everyone is against it because the god of these pages are "
      Further misrepresenting everyone who is your opponent. No one here is agreeing with anyone based on their name alone. But you'd know that if you actually read the argument. Which are valid and compelling enough to be repeated when people like you gloss over them without addressing any of their points.

      And the ultimate reason why someone intelligent would disrespect you:
      "this game isnt build on something like [math/science/probability] atall.
      Now here comes my reasoning; this game resolves about 60%ish around luck, luck? yes luck and here is why."
      I don't even have to rebut this. You already made a huge fool out of yourself. Only someone who is intellectually inept or intellectually dishonest would disregard math in a game of numbers and the scientific method in a game of competition.

      The fact that you even believe in supernatural forces like luck tells me that you're delusional, gullible, and have no mind for science or academics.

      Delete
    2. I swear to Odin if you children can't play nice with each other, I'm going to just start deleting your fucking comments.

      THIS IS A WARNING. I will absolutely and without any hesitation, start deleting any comments like this long chain of bullshit above me. I'm sick of coming into my blogger seeing people fighting like feral animals over absolutely nothing, and shit they can't even change themselves. Take it to Bushiroad or take it to the fucking forums.

      Blogger comments are not the place to be having these kinds of long discussions anyway. Get the FUCK out.

      Delete
  41. This comment has been removed by a blog administrator.

    ReplyDelete
    Replies
    1. Congrats on being the first person to have your stupid fighting comment deleted.

      Delete
    2. Aw, I missed it.

      Delete
  42. Hey Alice,

    Wanted some input on a deck I was thinking about. I want to use the ride chain of eclipse, and heres what I came up with

    G0
    Amber Dragon Dawn x1
    Genjo x4
    Tahr x4
    Blue Ray Dracokid x4
    Gattling Claw Dragon x4
    8 Crit 4 Draw 4 Heal

    G1
    Barri x4
    Bahr x4
    Amber Dragon Daylight x4
    Heat Nail Salamander x3
    Lizard Soldier Raopia x1

    G2
    Nehalem x4
    Amber Dragon Dusk x4

    G3
    Amber Dragon Eclipse x4
    Dragonic Lawkeeper x3
    Dual Axe Archdragon x2

    I was thinking Eclipse for Early-Mid Game then clean up late game with Lawkeeper/Archdragon? I wanted to use the ride chain because I really like the Amber dragon series and I enjoy the consistency and searching tool it provides. Thanks!

    ReplyDelete
    Replies
    1. Ehhhh, this is the problem I have with that. It was naturally my first instinct to run the whole chain. But 50% chance at +1 (limited) versus 100% chance at +1 and 100% chance to search any Grade 1? I really think Conroe is worth it, even if it means no fooling with the grade ratio.

      Delete
  43. Hi, it's the guy who posted about S-Intercepts on the Spike Brothers page. What is your opinion on running either Lizard Runner, Nafd (Stand) or Lizard Soldier, Ganlu (Stand) bc I am scrounging together all my cards for Kagero to make a deck and I wanted to know if Stands are possibly playable. Thanks.

    ReplyDelete
    Replies
    1. Specifically for Dragonic Overlords effect.

      Delete
    2. to stand him again, not to activate his effect twice, that would be kinda hard...

      Delete
    3. It's barely playable. Dragonic Overlord's activation now requires you to get a stand trigger, so your deck's entire gambit is chance-based.

      Delete
  44. If you were building a Kagero deck, would you choose [4 Draw, 4 Heal and 8 Critical] or [4 Draw, 4 Heal and 8 Stand]. I have the 8 Critical and 8 Stand already.

    ReplyDelete
    Replies
    1. I've also considered running 12 crits but, I like the Draw (Gattling Claw Dragon) bc he's one of the Kagero's all-powerful Retire Effects.

      Delete
    2. Demonic Dragon Mage, Rakshasa
      Embodiment of Spear, Tahr
      Blue Ray Dracokid

      Delete
    3. Now that I think about it tho, Gattling Claw Dragon targets Grade 0's on the field. I doubt I will see very many on the field, honestly. So, I'm leaning towards 12 crits now, what do you think? Sry for posting 4 times, this will be my last one.

      Delete
    4. The problem with the question is you just say "Kagero deck". I suppose most of them I want 12 criticals. I don't really recommend Stand though.

      Delete
  45. Hey, i was wondering if anyone has good advice for consistently speeding up a kagero deck?

    more than just "put Conroe in to search your grade 1s"

    ReplyDelete
    Replies
    1. That's not really an inherent quality of Kagero. The closest you can really get to this is Aermo which seems to be best used in Goku builds to ditch checked grade 3s. I'm also not even sure what you mean by "speed up". If you mean setups like your field, there isn't really anything like that in Kagero right now. If you mean the hand, I'm pretty sure Pale Moon, Oracles, and Bermuda do that much better. If you just mean going through as many samples of the deck as possible, Oracles are the fastest and other decks don't really come close to even measuring on that scale. If you mean dealing more damage, Kagero don't get a lot of opportunity for that.

      Delete
    2. I was thinking of skills similar to Conroe, but never mind.

      There is one other thing. There's a person at my locals running a DOTE deck and I was wondering: is there anyway to get over the cross ride decks without using one?

      Delete
    3. I like 'not sucking.' That's a pretty good way to do it.

      Failing that, Tsukuyomi seemed to do it fairly often in the GLORIOUS NIPPON META and MLB isn't technically a crossride so you could corner case it.

      Or you could set their cards on fire.

      Delete
    4. You're not going to get over crossrides by "not sucking". The only time that helps is if your opponent is a moron, you fall on some statistically irrelevant favorable side of chance, or they can't deckbuild for shit. You get over crossrides by playing either crossrides or boring gimmickless power decks.

      Delete
  46. Which build can give me the most control on my opponent field?

    ReplyDelete
    Replies
    1. Depents on how you define "Control". If you define it as quality assurance (making sure their field is of low quality) then even Giraffa qualifies. If you just mean retiring then it's the build with the most retires. In this case, Nightfall.

      Delete
  47. Are Amber Dragons actually good? I feel like it has potential, but whatever it does, i feel DOTE can do better. It's discouraging when everyone at locals plays the same deck.

    ReplyDelete
    Replies
    1. If you go around comparing every deck to The End, you won't have anything left.

      Delete
    2. To tackle the first part of the question: Yes, Eclipse is good (not necessarily the whole ride chain). CB2 for +2 somewhere.

      Better than or against The End? Not really.

      Delete
    3. Maybe i'm just frustrated by the fact that The End is monopolizing the meta scene. The competitiveness kind of lost its spark for me. *sigh* Anyways, thanks guise. Still not giving up though, on the Standup. GL to those who still haven't gotten invites!

      Delete
  48. What's your method to playtest a single or some decklist?

    ReplyDelete
    Replies
    1. Actually I have that written in an article. I could probably do an entire article just on self-testing, but I'm sure that topic is pretty controversial, so I'd save it for a time when people are more calm.

      For now, read the last heading section of this article:
      http://vmundi.blogspot.com/2012/11/building-vanguard-deck.html

      Delete
  49. What Kagero build would you say is the best at the moment

    ReplyDelete
    Replies
    1. Dote obviously. Before the release of dote, Goku is likely the build that are often seen to top tournaments

      Delete
    2. To add to what the anon said, Goku/Eclipse specifically. Since it generates so much raw advantage, it's ridiculous.

      Delete
  50. Small correction, but you say Dragonic Overlord's effect is a Counterblast 3 for +2, but it also wastes an attack, and Dragonic Overlord attacking a rear-guard would always grant a +1 anyway. So most of the time we are paying a Counterblast 3 for just an additional +1, making his effect actually sub-par unless the opponent has no 10000 shields in hand and has to waste a perfect guard on the first attack or 2 shields on the second.

    ReplyDelete
    Replies
    1. I never tried to make it out as anything more than that. But whether you call that "good" or "bad", Tri-Stinger Dragon would like a word with you.

      Delete
  51. I have a question about Nightfall. Based on your description, you're supposed to check into Grade 3s with Goku until Late Game and then ride Eclipse for +4. The problem I have with this is that you're riding Eclipse during Late Game, when your opponent is going to be guarding regardless, which makes Eclipse's skill kind of irrelevant. Perhaps I'm missing something?

    ReplyDelete
    Replies
    1. I came here to ask that too haha. It seems more logical to put on more pressure early with Eclipse and then try to finish with Goku, but later game you'd have less grade 3s to check.

      Delete
    2. God dammit, that's an error. It's not supposed to say that at all. Let me fix it and thanks for bringing this to my attention.

      You use Goku until you see late game /coming/ not until it actually arrives. It's a tight timeline but that's part of the skill of playing that deck.

      Delete
  52. Alice, what do you think about putting in Bellicosity Dragon and/or Prowling Dragon Striken in the Goku Lawpocalypse build? Thanks.

    ReplyDelete
    Replies
    1. Bellicosity can have its uses but Striken isn't really worth the minus.

      Delete

If you want to comment, don't post here! This is the old outdated blog. Point your browsers to the location where we moved: http://v-mundi.com

Note: Only a member of this blog may post a comment.

Related Posts Plugin for WordPress, Blogger...