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DZ Booster Set 03 Official Guide Top Banner

New Addition!

Transcending dimensions and bringing excitement, Dimensional Transcendence introduces the return of two legendary units! “Super Dimensional Robo, Daiyusha” reappears to swing the Great Justice Sword for Brandt Gate, while “Silver Thorn Dragon Empress, Venus Luquier” returns for a second act in Dark States! Displayed above are their SEC rarities hot stamped with their clan marks from the original series!

Transcending dimensions and bringing excitement, Dimensional Transcendence introduces the return of two legendary units! “Super Dimensional Robo, Daiyusha” reappears to swing the Great Justice Sword for Brandt Gate, while “Silver Thorn Dragon Empress, Venus Luquier” returns for a second act in Dark States! Displayed above are their SEC rarities hot stamped with their clan marks from the original series!


This set also unveils four new ridelines: “One Who Governs Rituals, Sacrifice Glass” for Dark States, “Poison Knight of Silence Undercover, Mordalion” for Keter Sanctuary, and two popular ride lines from the Cardfight!! Vanguard: YouthQuake manga: Mitsuya Ishigase‘s “Fiery Immolation Dragon, Kotihblaze” for Dragon Empire, and Jogo Kuranaga’s “Venerable, Stoeirhaja” for Stoicheia! Displayed above are SEC rarities for these new units, including the exclusive manga-panel SEC rarities for the YouthQuake units!

This set also unveils four new ridelines: “One Who Governs Rituals, Sacrifice Glass” for Dark States, “Poison Knight of Silence Undercover, Mordalion” for Keter Sanctuary, and two popular ride lines from the Cardfight!! Vanguard: YouthQuake manga: Mitsuya Ishigase‘s “Fiery Immolation Dragon, Kotihblaze” for Dragon Empire, and Jogo Kuranaga’s “Venerable, Stoeirhaja” for Stoicheia! Displayed above are SEC rarities for these new units, including the exclusive manga-panel SEC rarities for the YouthQuake units!


In addition, the Glitters from past sets, Shojodoji and Arkhite gain new powered up forms, with “Cloudwater Flitfoot Stealth Rogue, Shojodoji” and “Innocent Monster in Paradise, Arkhite” respectively. Displayed above are SEC rarities for these new forms! While fresh support cards for Vermillion, Silhouette, Ezel, Minerva, Maelstrom, and Luruthzul, can also be found in this booster pack!

In addition, the Glitters from past sets, Shojodoji and Arkhite gain new powered up forms, with “Cloudwater Flitfoot Stealth Rogue, Shojodoji” and “Innocent Monster in Paradise, Arkhite” respectively. Displayed above are SEC rarities for these new forms! While fresh support cards for Vermillion, Silhouette, Ezel, Minerva, Maelstrom, and Luruthzul, can also be found in this booster pack!


Cardfighters watch out! As the Regalis Piece, Angel Bracing Ladder, is featured as a reprint! Alongside this, the set also includes reprints of Critical, Front, and Draw effect triggers for the five nations found in this booster pack: Dragon Empire, Dark States, Brandt Gate, Keter Sanctuary, and Stoicheia!

Cardfighters watch out! As the Regalis Piece, Angel Bracing Ladder, is featured as a reprint! Alongside this, the set also includes reprints of Critical, Front, and Draw effect triggers for the five nations found in this booster pack: Dragon Empire, Dark States, Brandt Gate, Keter Sanctuary, and Stoicheia!


A new Regalis Piece is also being introduced for the very first time, the Blitz Order, “Protection: Twincast!” True to its name, this Regalis Piece can be used more than once during this fight with its two abilities! After using the first ability, which lets you choose one of your units being attacked and give it +10000 Power for that battle, you can use Protection: Twincast for a second time during the game by removing it from your drop zone, and the attacked unit gets +5000 Power for each grade of that unit!

A new Regalis Piece is also being introduced for the very first time, the Blitz Order, “Protection: Twincast!” True to its name, this Regalis Piece can be used more than once during this fight with its two abilities! After using the first ability, which lets you choose one of your units being attacked and give it +10000 Power for that battle, you can use Protection: Twincast for a second time during the game by removing it from your drop zone, and the attacked unit gets +5000 Power for each grade of that unit!


Additionally, various BanG Dream! triggers, sentinels cards are featured as reprints, with brand-new alternate art for Music Orders! These reprints and new designs bring a fresh aesthetic to fan-favorite cards, allowing players to enhance their decks with a more stylish, collectible version of existing cards.

Additionally, various BanG Dream! triggers, sentinels cards are featured as reprints, with brand-new alternate art for Music Orders! These reprints and new designs bring a fresh aesthetic to fan-favorite cards, allowing players to enhance their decks with a more stylish, collectible version of existing cards.


Finally, two very exciting new energy cards, each with the potential to shine, can also be found in this booster pack! Featuring Mashiro Kurata (left) and Tomori Takamatsu (right)!

Finally, two very exciting new energy cards, each with the potential to shine, can also be found in this booster pack! Featuring Mashiro Kurata (left) and Tomori Takamatsu (right)!

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Deck List for ‘Fiery Immolation Dragon, Kotihblaze’

Ride Deck
Card Name
Fiery Immolation Dragon, Kotihblaze
Flame-severing Dragon, Baldras
Divine Blaze Ear, Synfol
Divine Blaze Eye, Enryui
Energy Generator
 
Main Deck
Card Name Quantity
Fiery Immolation Dragon, Kotihblaze 3
Emberbreath Dragon 4
Flame Kickboxer, Tairan 4
Dragritter, Jadan 4
Flame-severing Dragon, Baldras 3
Protection: Twincast 1
Special Order! Mountain Roast ~Breath of the Flame Dragon~ 2
Defensing Roar 1
Stealth Fiend, Shenryi 4
Fire Pole Emperor, Dajaru 4
Guardian Monk of Raging Flames, Monju (Sentinel) 3
Elementaria Sanctitude (Sentinel) 1
Burning Flail Dragon (Critical) 4
Rogue Beast, Sunegosuri (Critical) 4
Flare Veil Dragon (Draw) 3
Refreshing Wind Dragon, Dinobreeze (Heal) 4
Dragon Deity King of Resurgence, Dragveda (Over Trigger) 1
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“With the flames of retribution, let us eradicate the spreading evil!” – “Fiery Immolation Dragon, Kotihblaze” overwhelms opponents with relentless multi-attacks!

When “Divine Blaze Ear, Synfol” is ridden by “Flame-severing Dragon, Baldras”, for Soul-Blast 1, look at the top seven cards of your deck, choose two cards with different grades, reveal them, add a grade 3 to your hand, and put the other into your soul. Prioritize Kotihblaze for a future Persona Ride or “Emberbreath Dragon” which will be useful later. The card sent to soul will fuel future turns! When Baldras is ridden by Kotihblaze, you can draw and call a card, but if you don’t call, you’ll be forced to discard! As a rear-guard, Baldras powers up even during the opponent’s turn, making it less likely to be targeted by your opponent’s attacks!

Even with everything in place, Kotihblaze continues to hone its strategy! Once per turn, for Counter-Blast 1, look at the top five cards of your deck, choose two grade 3 or less cards with different names, reveal them, call one to a rear-guard circle, and put the other into soul, then shuffle your deck. This helps you build both your field and soul, preparing for even stronger attacks later! Attack first with a rear-guard that shares its name with a card in your soul to set up Kotihblaze’s ability! After Kotihblaze attacks, it can perform one of two powerful abilities! Soul-Blast 2 to stand up to two rear-guards with the same name as the Soul-Blasted cards and grant them a power boost! Alternatively, you can Soul-Blast 2 cards with the same name as Kotihblaze and discard a card to re-stand itself, gaining power and -1 drive! After Kotihblaze attacks again, you can activate its first ability to re-stand up to 2 rear-guards for a strong finishing blow!

“With the flames of retribution, let us eradicate the spreading evil!” – “Fiery Immolation Dragon, Kotihblaze” overwhelms opponents with relentless multi-attacks!

When “Divine Blaze Ear, Synfol” is ridden by “Flame-severing Dragon, Baldras”, for Soul-Blast 1, look at the top seven cards of your deck, choose two cards with different grades, reveal them, add a grade 3 to your hand, and put the other into your soul. Prioritize Kotihblaze for a future Persona Ride or “Emberbreath Dragon” which will be useful later. The card sent to soul will fuel future turns! When Baldras is ridden by Kotihblaze, you can draw and call a card, but if you don’t call, you’ll be forced to discard! As a rear-guard, Baldras powers up even during the opponent’s turn, making it less likely to be targeted by your opponent’s attacks!

Even with everything in place, Kotihblaze continues to hone its strategy! Once per turn, for Counter-Blast 1, look at the top five cards of your deck, choose two grade 3 or less cards with different names, reveal them, call one to a rear-guard circle, and put the other into soul, then shuffle your deck. This helps you build both your field and soul, preparing for even stronger attacks later! Attack first with a rear-guard that shares its name with a card in your soul to set up Kotihblaze’s ability! After Kotihblaze attacks, it can perform one of two powerful abilities! Soul-Blast 2 to stand up to two rear-guards with the same name as the Soul-Blasted cards and grant them a power boost! Alternatively, you can Soul-Blast 2 cards with the same name as Kotihblaze and discard a card to re-stand itself, gaining power and -1 drive! After Kotihblaze attacks again, you can activate its first ability to re-stand up to 2 rear-guards for a strong finishing blow!


Supporting Kotihblaze’s fiery offense is “Flame Kickboxer, Tairan”, which powers up during its attack. After the battle, you can reveal a grade 3 Kotihblaze from your ride deck or, if your vanguard is a grade 3 or greater Kotihblaze, send Tairan to Soul and draw a card! This builds resources for your hand and Kotihblaze’s Soul-Blast abilities while maintaining offensive pressure! Another key ally, “Emberbreath Dragon”, offers support for consistency! Once per turn, for Counter-Blast 1, it lets you look at the top three cards of your deck, call a grade 2 or lower normal unit, or add a card to your hand. Then, at the end of the turn, Emberbreath enters the soul, contributing to your soul’s resources!

“Dragritter, Jadan” disrupts the opponent’s field by retiring one of their rear-guards for Counter-Blast 1! If you do, you can discard a card to retire another! Jadan is also useful defensively! When Jadan is retired from the rear-guard or guardian circle, it goes into the soul, making sure it won’t be wasted!

Finally, “Fire Pole Emperor, Dajaru” helps recycle normal units. Once per turn, rest Dajaru to put a non-Sentinel normal unit from your drop to the bottom of the deck, giving the rear-guard with the same name a power boost! Dajaru can also enter the soul and power up Kotihblaze when it’s under attack, making it versatile for both offense and defense!

Kotihblaze and allies engage in a strategic dance of resource management, ensuring support for both itself and fellow units on the battlefield! Cycling the soul and rear-guards allows Kotihblaze to maintain pressure by re-standing units for additional attacks and enhancing their power with each strike, but it is tricky! With so many moving parts, a good way to avoid making mistakes in this delicate balance is to understand what sequencing works best with your cards in hand!

Supporting Kotihblaze’s fiery offense is “Flame Kickboxer, Tairan”, which powers up during its attack. After the battle, you can reveal a grade 3 Kotihblaze from your ride deck or, if your vanguard is a grade 3 or greater Kotihblaze, send Tairan to Soul and draw a card! This builds resources for your hand and Kotihblaze’s Soul-Blast abilities while maintaining offensive pressure! Another key ally, “Emberbreath Dragon”, offers support for consistency! Once per turn, for Counter-Blast 1, it lets you look at the top three cards of your deck, call a grade 2 or lower normal unit, or add a card to your hand. Then, at the end of the turn, Emberbreath enters the soul, contributing to your soul’s resources!

“Dragritter, Jadan” disrupts the opponent’s field by retiring one of their rear-guards for Counter-Blast 1! If you do, you can discard a card to retire another! Jadan is also useful defensively! When Jadan is retired from the rear-guard or guardian circle, it goes into the soul, making sure it won’t be wasted!

Finally, “Fire Pole Emperor, Dajaru” helps recycle normal units. Once per turn, rest Dajaru to put a non-Sentinel normal unit from your drop to the bottom of the deck, giving the rear-guard with the same name a power boost! Dajaru can also enter the soul and power up Kotihblaze when it’s under attack, making it versatile for both offense and defense!

Kotihblaze and allies engage in a strategic dance of resource management, ensuring support for both itself and fellow units on the battlefield! Cycling the soul and rear-guards allows Kotihblaze to maintain pressure by re-standing units for additional attacks and enhancing their power with each strike, but it is tricky! With so many moving parts, a good way to avoid making mistakes in this delicate balance is to understand what sequencing works best with your cards in hand!

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Deck List for ‘Cloudwater Flitfoot Stealth Rogue, Shojodoji’

Ride Deck
Card Name
Cloudwater Flitfoot Stealth Rogue, Shojodoji
World-Shaper Stealth Rogue, Shojodoji
Sakura Romance Stealth Rogue, Shojodoji
Can’t Quit Sake Stealth Rogue, Shojodoji
Energy Generator
 
Main Deck
Card Name Quantity
Cloudwater Flitfoot Stealth Rogue, Shojodoji 3
Stealth Dragon, Unpreceden 3
Stealth Dragon, Ougijishi 4
Stealth Fiend, Izasaou 4
Stealth Dragon, Tsukuyodachi 4
Dragritter, Falhart 1
Defensing Roar 1
Fulgent Stealth Rogue, Kinran 4
Stealth Dragon, Raidon Kunai 4
Stealth Rogue of Path of Chains, Kagechika 2
Guardian Monk of Raging Flames, Monju (Sentinel) 3
Elementaria Sanctitude (Sentinel) 1
Stealth Dragon, Madowazu (Critical) 4
Rogue Beast, Sunegosuri (Critical) 4
Flare Veil Dragon (Draw) 3
Stealth Dragon, Shikintan (Heal) 4
Dragon Deity King of Resurgence, Dragveda (Over Trigger) 1
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The elusive rogue leader Shojodoji returns in a new form as, “Cloudwater Flitfoot Stealth Rogue, Shojodoji”, accompanied by a new entourage of cunning allies, like: “Stealth Dragon, Ougijishi”, “Fulgent Stealth Rogue, Kinran”, and “Stealth Beast, Rokurai”! When Shojodoji attacks or is attacked, by sending two rear-guards to the soul, it can call up to two each to the front and back row circles! If it’s under attack, it can call them to the Guardian Circle instead! This ability not only protects itself, but also maintains pressure on the opponent by constantly shifting the board for offense or defense! But that’s not all! For the cost of Energy-Blast 3 and by binding three Stealth cards from the soul, Shojodoji can choose two of the opponent’s rear-guard circles and bind all the cards in them, locking down the opponent’s resources. As if that weren’t enough, the opponent must also bind another card from their hand! Though the cards return to their hand at the end of the turn, Shojodoji brings company to capitalize on this disruption!

“Stealth Dragon, Ougijishi” makes great use of this disruption! When Ougijishi is sent from the rear-guard to the soul during your battle phase, for Counter-Blast 1, you can send two face-up cards from the opponent’s bind zone to the drop and give all your front row Stealth units a power-up! This power-up continues to affect all new front row units called afterward as well! This is how you disarm the opponent while powering up your allies for a crushing blow! Ougijishi also helps you build resources. When placed on the rear-guard circle, Ougijishi lets you look at the top five cards of your deck, choose one Stealth card, and put it into the soul! If your opponent’s vanguard is grade 3 or greater, Ougijishi powers up even more! But Ougijishi isn’t working alone. “Stealth Beast, Rokurai” complements the strategy with its own disruptive ability. When it boosts, if you have a grade 3 or greater Shojodoji vanguard, by putting a card from your hand into the soul, you can send a face-up card from your opponent’s bind zone to the drop, further limiting their resources. Divide your opponent’s units and conquer them one by one!

“Fulgent Stealth Rogue, Kinran” is an excellent resource builder. At the end of the battle this unit boosted, you can send two Stealth rear-guards from the same column into the soul to retrieve a grade 2 or greater Stealth card from your drop, and add it to your hand. This is the perfect way to recycle key cards, including cards like Shojodoji itself, allowing for Persona Rides later! Kinran’s ability can also be followed up by calling Stealth Dragon, Tsukuyodachi, whose conditions will then be met for attack extensions!

Shojodoji and its new support are truly a menace to the opponent! Shojodoji’s bind ability targets the rear-guard circle rather than the unit itself, allowing it to bypass units that cannot be normally chosen! With the right pieces and attack sequence, Shjojodoji can unleash a powerful 7-attack combo! Perform this combo with a persona ride, and at least one Ougijishi in the front row, your assault will not be stopped by a single defensive trigger that isn’t an over trigger!

The elusive rogue leader Shojodoji returns in a new form as, “Cloudwater Flitfoot Stealth Rogue, Shojodoji”, accompanied by a new entourage of cunning allies, like: “Stealth Dragon, Ougijishi”, “Fulgent Stealth Rogue, Kinran”, and “Stealth Beast, Rokurai”! When Shojodoji attacks or is attacked, by sending two rear-guards to the soul, it can call up to two each to the front and back row circles! If it’s under attack, it can call them to the Guardian Circle instead! This ability not only protects itself, but also maintains pressure on the opponent by constantly shifting the board for offense or defense! But that’s not all! For the cost of Energy-Blast 3 and by binding three Stealth cards from the soul, Shojodoji can choose two of the opponent’s rear-guard circles and bind all the cards in them, locking down the opponent’s resources. As if that weren’t enough, the opponent must also bind another card from their hand! Though the cards return to their hand at the end of the turn, Shojodoji brings company to capitalize on this disruption!

“Stealth Dragon, Ougijishi” makes great use of this disruption! When Ougijishi is sent from the rear-guard to the soul during your battle phase, for Counter-Blast 1, you can send two face-up cards from the opponent’s bind zone to the drop and give all your front row Stealth units a power-up! This power-up continues to affect all new front row units called afterward as well! This is how you disarm the opponent while powering up your allies for a crushing blow! Ougijishi also helps you build resources. When placed on the rear-guard circle, Ougijishi lets you look at the top five cards of your deck, choose one Stealth card, and put it into the soul! If your opponent’s vanguard is grade 3 or greater, Ougijishi powers up even more! But Ougijishi isn’t working alone. “Stealth Beast, Rokurai” complements the strategy with its own disruptive ability. When it boosts, if you have a grade 3 or greater Shojodoji vanguard, by putting a card from your hand into the soul, you can send a face-up card from your opponent’s bind zone to the drop, further limiting their resources. Divide your opponent’s units and conquer them one by one!

“Fulgent Stealth Rogue, Kinran” is an excellent resource builder. At the end of the battle this unit boosted, you can send two Stealth rear-guards from the same column into the soul to retrieve a grade 2 or greater Stealth card from your drop, and add it to your hand. This is the perfect way to recycle key cards, including cards like Shojodoji itself, allowing for Persona Rides later! Kinran’s ability can also be followed up by calling Stealth Dragon, Tsukuyodachi, whose conditions will then be met for attack extensions!

Shojodoji and its new support are truly a menace to the opponent! Shojodoji’s bind ability targets the rear-guard circle rather than the unit itself, allowing it to bypass units that cannot be normally chosen! With the right pieces and attack sequence, Shjojodoji can unleash a powerful 7-attack combo! Perform this combo with a persona ride, and at least one Ougijishi in the front row, your assault will not be stopped by a single defensive trigger that isn’t an over trigger!

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Support for ‘Dragonic Kaiser Vermillion’

The thunderbolt of the apocalypse strikes with a new support, “Spark Spike Dragon”! At the end of the battle it boosts, if Vermillion has hit two or more times this turn, Energy-Blast 3 to draw a card! This provides a valuable draw without relying on Counter-Blast or Soul-Blast, which are already heavily contested resources. In battle, “Spark Spike Dragon” also powers up the other unit in its column as long as your vanguard is from the Narukami clan, and the power-up is even stronger if your vanguard has hit two or more times this turn! Finally, “Spark Spike Dragon” is treated as a Narukami unit if your vanguard is Narukami, allowing it to be selected by effects that require Narukami units, such as Thunderstorm’s top seven check!

“Spark Spike Dragon” is a fantastic addition to the Kaiser’s arsenal!

The thunderbolt of the apocalypse strikes with a new support, “Spark Spike Dragon”! At the end of the battle it boosts, if Vermillion has hit two or more times this turn, Energy-Blast 3 to draw a card! This provides a valuable draw without relying on Counter-Blast or Soul-Blast, which are already heavily contested resources. In battle, “Spark Spike Dragon” also powers up the other unit in its column as long as your vanguard is from the Narukami clan, and the power-up is even stronger if your vanguard has hit two or more times this turn! Finally, “Spark Spike Dragon” is treated as a Narukami unit if your vanguard is Narukami, allowing it to be selected by effects that require Narukami units, such as Thunderstorm’s top seven check!

“Spark Spike Dragon” is a fantastic addition to the Kaiser’s arsenal!


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Other Cards

The Dragon Empire’s military has heard our call for reinforcements! First up are reprints of effect triggers: “Burning Flail Dragon”, “Flare Veil Dragon”, and “Blaze Maiden, Parama”!

The Dragon Empire’s military has heard our call for reinforcements! First up are reprints of effect triggers: “Burning Flail Dragon”, “Flare Veil Dragon”, and “Blaze Maiden, Parama”!


New generic supports, while technically targeting for use in other decks, supports “Wrought Iron Dragon King, Zedhlans” directly! “Ravaging Dragon” powers up for each set order in the order zone when boosted, and if it reaches three or more, your opponent needs to guard with two or more cards for Soul-Blast 1! “Dancing Princess of the Gale, Ainsley” gains power on attack if you have a set order, powering up further if you have three or more!

We have other generics like “Laurence Glare Dragon” which, when discarded, calls itself for Soul-Blast 1, but cannot attack if called during the battle phase. However, it can boost if you have more rear-guards than your opponent! “Polar Quake Sword, Ligetung” for Counter-Blast 1 retires a rear-guard, and binds it instead if your vanguard is a Thunder Dragon! “Explosive Dash Dragon, Gallimimspurt” Soul-Charges 2 when called if you played an order that turn!

New generic supports, while technically targeting for use in other decks, supports “Wrought Iron Dragon King, Zedhlans” directly! “Ravaging Dragon” powers up for each set order in the order zone when boosted, and if it reaches three or more, your opponent needs to guard with two or more cards for Soul-Blast 1! “Dancing Princess of the Gale, Ainsley” gains power on attack if you have a set order, powering up further if you have three or more!

We have other generics like “Laurence Glare Dragon” which, when discarded, calls itself for Soul-Blast 1, but cannot attack if called during the battle phase. However, it can boost if you have more rear-guards than your opponent! “Polar Quake Sword, Ligetung” for Counter-Blast 1 retires a rear-guard, and binds it instead if your vanguard is a Thunder Dragon! “Explosive Dash Dragon, Gallimimspurt” Soul-Charges 2 when called if you played an order that turn!


Dragon Empire also has interesting commons! When “Galvanic Edge Dragon” attacks a vanguard, it discards the top card of your deck! If a trigger unit is discarded, you retire one of your opponent’s rear-guards, and if none are retired, it powers up instead! “Against Spear Dragon” gains power and shield if your vanguard’s grade is lower or if your damage zone has four or more cards, while “Multiple Strokes Dragon” does the same if your opponent’s drop has five or more cards! Finally, “Dust Storm of Dignified Bullet, Mallory” powers up greatly when attacking or boosting if your opponent’s vanguard is grade 3 or greater, and they have one or fewer rear-guards!

Dragon Empire also has interesting commons! When “Galvanic Edge Dragon” attacks a vanguard, it discards the top card of your deck! If a trigger unit is discarded, you retire one of your opponent’s rear-guards, and if none are retired, it powers up instead! “Against Spear Dragon” gains power and shield if your vanguard’s grade is lower or if your damage zone has four or more cards, while “Multiple Strokes Dragon” does the same if your opponent’s drop has five or more cards! Finally, “Dust Storm of Dignified Bullet, Mallory” powers up greatly when attacking or boosting if your opponent’s vanguard is grade 3 or greater, and they have one or fewer rear-guards!

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Deck List for ‘One Who Governs Rituals, Sacrifice Glass’

Ride Deck
Card Name
One Who Governs Rituals, Sacrifice Glass
Enrapturing Satiation, Chefy
Welcoming Flowerbasket, Hoppop
Innocent Invitation, Lalalapococo
Energy Generator
 
Main Deck
Card Name Quantity
One Who Governs Rituals, Sacrifice Glass 3
Manifestation of the Great Skyline, Grandogma 4
Saccharine Bait 4
Famed Blazing Demonic Lady, Oriens 4
Eternal Musician, Muusi 4
Enrapturing Satiation, Chefy 1
Clerical Star Demonic Lady, Bifrons 4
Avarice Wrester 2
Miasmic Beast, Madulla 4
Ridicule Disrupter (Sentinel) 3
Elementaria Sanctitude (Sentinel) 1
Stem Deviate Dragon (Critical) 4
Direful Doll, Bethany (Critical) 4
Diabolos Girls, Natalia (Front) 3
Joyful Songstar (Heal) 4
Hades Dragon Deity of Resentment, Gallmageheld (Over Trigger) 1
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There is a saying that when things seem too good to be true, they usually are—and that holds especially true for this wonderland! After “Innocent Invitation, Lalalapococo” brings you into this whimsical wonderland, you are warmly greeted by “Welcoming Flowerbasket, Hoppop”, who, at the start of your ride phase, lets you ride “Enrapturing Satiation, Chefy” without paying the usual discard cost! Chefy kindly offers you a “Saccharine Bait” for Soul-Blast 1, lulling you into a false sense of security, setting you up to be the perfect sacrifice for “One Who Governs Rituals, Sacrifice Glass”!

There is a saying that when things seem too good to be true, they usually are—and that holds especially true for this wonderland! After “Innocent Invitation, Lalalapococo” brings you into this whimsical wonderland, you are warmly greeted by “Welcoming Flowerbasket, Hoppop”, who, at the start of your ride phase, lets you ride “Enrapturing Satiation, Chefy” without paying the usual discard cost! Chefy kindly offers you a “Saccharine Bait” for Soul-Blast 1, lulling you into a false sense of security, setting you up to be the perfect sacrifice for “One Who Governs Rituals, Sacrifice Glass”!


Sacrifice Glass is a unique case among the Dark States vanguards with its special focus on Energy! Starting in the main phase and ending at your turn end, you can Energy Charge 1 whenever your opponent’s rear-guard or guardian is retired! Its key order, “Saccharine Bait”, changes based on the vanguard. When used with Sacrifice Glass, your opponent’s rear-guards and drop zone cards lose continuous and automatic abilities, cannot gain those abilities, and cannot move to the guardian circle! Then, they must call three cards from drop to open rear-guard circles, and you draw for every three rear-guards of you and your opponent combined! (If open rear-guard circles are available, they must call all three cards. However, if they are unable to call all three due to no open rear-guard circles being available, “Saccharine Bait” resolves.)

Supporting this retire-heavy strategy is “Eternal Musician, Muusi”, who retires an opponent’s rear-guard when Sacrifice Glass attacks! After Sacrifice Glass’s battle, you can ride from deck, hand, or drop, “Manifestation of the Great Skyline, Grandogma” as stand, gaining a power boost but losing 2 drives! Muusi then powers up for every attack Grandogma makes. Once a turn, Grandogma has the ability to retire rear-guards and can even re-stand if enough of its copies are bound! However, Grandogma does not want to be bound by card abilities that isn’t its own, and goes to drop if it was forced to do so!

Sacrifice Glass isn’t alone in this bizarre wonderland! “Enrapturing Satiation, Chefy” aids in making for more consistency by moving a Grandogma from your damage zone to hand by swapping with a card from your hand to the damage zone! This acts like a pseudo Counter-Charge without technically being one! “Saccharine Bait” can also be played when Grandogma is your vanguard. In the turn that “Saccharine Bait” is played, if you didn’t ride it during the ride phase, you can activate persona ride! Additionally, you may choose to return any number of cards with different grades from your drop to the deck—excluding heal or over triggers—and shuffle the deck! “Miasmic Beast, Madulla” further supports this deck by letting you play Saccharine Bait from the drop, and for Energy-Blast 5, it lets you draw a card at the end of your turn!

Sacrifice Glass wants to prioritize riding and binding Grandogma! Prioritize retiring and gaining energy so you can keep pushing the flow of cards into your hand! Play defensively, and avoid taking unnecessary risks, as you want to survive the late game and play Grandogma at full potential! Lull your opponent into a false sense of security as they call rear-guards with your “Saccharine Bait”! Make sure to target rear-guards that benefit the opponent when it remains on their field on their turn!

Sacrifice Glass is a unique case among the Dark States vanguards with its special focus on Energy! Starting in the main phase and ending at your turn end, you can Energy Charge 1 whenever your opponent’s rear-guard or guardian is retired! Its key order, “Saccharine Bait”, changes based on the vanguard. When used with Sacrifice Glass, your opponent’s rear-guards and drop zone cards lose continuous and automatic abilities, cannot gain those abilities, and cannot move to the guardian circle! Then, they must call three cards from drop to open rear-guard circles, and you draw for every three rear-guards of you and your opponent combined! (If open rear-guard circles are available, they must call all three cards. However, if they are unable to call all three due to no open rear-guard circles being available, “Saccharine Bait” resolves.)

Supporting this retire-heavy strategy is “Eternal Musician, Muusi”, who retires an opponent’s rear-guard when Sacrifice Glass attacks! After Sacrifice Glass’s battle, you can ride from deck, hand, or drop, “Manifestation of the Great Skyline, Grandogma” as stand, gaining a power boost but losing 2 drives! Muusi then powers up for every attack Grandogma makes. Once a turn, Grandogma has the ability to retire rear-guards and can even re-stand if enough of its copies are bound! However, Grandogma does not want to be bound by card abilities that isn’t its own, and goes to drop if it was forced to do so!

Sacrifice Glass isn’t alone in this bizarre wonderland! “Enrapturing Satiation, Chefy” aids in making for more consistency by moving a Grandogma from your damage zone to hand by swapping with a card from your hand to the damage zone! This acts like a pseudo Counter-Charge without technically being one! “Saccharine Bait” can also be played when Grandogma is your vanguard. In the turn that “Saccharine Bait” is played, if you didn’t ride it during the ride phase, you can activate persona ride! Additionally, you may choose to return any number of cards with different grades from your drop to the deck—excluding heal or over triggers—and shuffle the deck! “Miasmic Beast, Madulla” further supports this deck by letting you play Saccharine Bait from the drop, and for Energy-Blast 5, it lets you draw a card at the end of your turn!

Sacrifice Glass wants to prioritize riding and binding Grandogma! Prioritize retiring and gaining energy so you can keep pushing the flow of cards into your hand! Play defensively, and avoid taking unnecessary risks, as you want to survive the late game and play Grandogma at full potential! Lull your opponent into a false sense of security as they call rear-guards with your “Saccharine Bait”! Make sure to target rear-guards that benefit the opponent when it remains on their field on their turn!


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Deck List for ‘Silver Thorn Dragon Empress, Venus Luquier’

Ride Deck
Card Name
Silver Thorn Dragon Empress, Venus Luquier
Silver Thorn Marionette, Lilian
Silver Thorn Assistant, Irina
Silver Thorn Assistant, Ionela
Energy Generator
 
Main Deck
Card Name Quantity
Silver Thorn Dragon Empress, Venus Luquier 3
Silver Thorn Dragon Tamer, Luquier 1
Showered Applause Dragon 4
Hurry and Join, Loyal Servants 3
Silver Thorn, Rising Dragon 4
Steam Performer, Tougue 4
Jovial Juggler 4
Silver Thorn, Breathing Dragon 2
Steam Scara, Zargon 3
Desire Devil, Gouman 2
Ridicule Disrupter (Sentinel) 3
Elementaria Sanctitude (Sentinel) 1
Stem Deviate Dragon (Critical) 4
Direful Doll, Bethany (Critical) 4
Rouse Wildmaster, Riley (Draw) 3
Joyful Songstar (Heal) 4
Hades Dragon Deity of Resentment, Gallmageheld (Over Trigger) 1
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The lights flash on! The audience becomes intrigued. Soon, the curtain falls to reveal the new form of the Silver Thorn’s Empress, “Silver Thorn Dragon Empress, Venus Luquier”! Never forgetting their origins, Venus Luquier powers up during your turn if “Silver Thorn Dragon Tamer, Luquier” is in your soul. Additionally, if your opponent’s vanguard is grade 3 or greater, instead of powering up only Venus Luquier, the entire front row gains a power boost! By placing a card from your hand into the soul and using Energy-Blast 3, Luquier can call any number of grade 3 or less units from your soul, provided they all have different grades! Venus Luquier always looks after their loyal subordinates! When Luquier attacks, by placing two rear-guards into your soul, you can draw a card and power Luquier up! If your opponent’s vanguard is grade 3 or greater, Luquier also gains an additional critical until the end of the battle!

The lights flash on! The audience becomes intrigued. Soon, the curtain falls to reveal the new form of the Silver Thorn’s Empress, “Silver Thorn Dragon Empress, Venus Luquier”! Never forgetting their origins, Venus Luquier powers up during your turn if “Silver Thorn Dragon Tamer, Luquier” is in your soul. Additionally, if your opponent’s vanguard is grade 3 or greater, instead of powering up only Venus Luquier, the entire front row gains a power boost! By placing a card from your hand into the soul and using Energy-Blast 3, Luquier can call any number of grade 3 or less units from your soul, provided they all have different grades! Venus Luquier always looks after their loyal subordinates! When Luquier attacks, by placing two rear-guards into your soul, you can draw a card and power Luquier up! If your opponent’s vanguard is grade 3 or greater, Luquier also gains an additional critical until the end of the battle!


“Showered Applause Dragon” leaps through a ring of fire, proving its worth as a unit to be considered of the Pale Moon Circus. Supporting fellow performers in the field, you can put a card from your drop into your soul when “Showered Applause Dragon” is called! It powers up when another unit is called from the soul, and even more if the opponent’s vanguard is grade 3 or greater! This dragon is perfect for setting up key pieces in the soul, allowing Venus Luquier to call them back to the stage!

“Showered Applause Dragon” leaps through a ring of fire, proving its worth as a unit to be considered of the Pale Moon Circus. Supporting fellow performers in the field, you can put a card from your drop into your soul when “Showered Applause Dragon” is called! It powers up when another unit is called from the soul, and even more if the opponent’s vanguard is grade 3 or greater! This dragon is perfect for setting up key pieces in the soul, allowing Venus Luquier to call them back to the stage!


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Other Cards

Hearing the call, many of the dark world’s inhabitants have emerged, eager to lend their power, and offer their souls as generics and reprints! First are effect trigger reprints: “Stem Deviate Dragon”, “Rouse Wildmaster, Riley”, and “Diabolos Girls, Natalia”!

Hearing the call, many of the dark world’s inhabitants have emerged, eager to lend their power, and offer their souls as generics and reprints! First are effect trigger reprints: “Stem Deviate Dragon”, “Rouse Wildmaster, Riley”, and “Diabolos Girls, Natalia”!


“Illusory Lantern Demonic Lady, Forcalor” is looking to be a very popular generic card for Dark States in this set! When called from hand, Energy-Charge 1! if you Energy-Blast 3 or more at the same time during the turn for the cost of your card’s ability this turn, at the end of the battle that Forcalor boosts, retire it to draw a card! Not only does Forcalor generate Energy-Charge, but it also synergizes well with cards which use Energy-Blast for ability costs to generate card draws! Another interesting card that could be played in any deck is “Eerie Fixer Dragon”. When discarded, it calls itself for Soul-Blast 1 if your vanguard is grade 2 or greater, but cannot attack if called during the battle phase. However, it can boost if you have put two or more cards into Soul this turn! A very versatile generic is “Merry Wildmaster, Averil”, who powers up once a turn if your other unit is placed in the same column as Averil, and if your vanguard is grade 3 or greater, it also Soul-Charges 1 when called! Averil is a solid counterpart to Forcalor, where one focuses on energy and renewing resources, while the other focuses on soul and power columns! “Melody of Fiendish Flower, Takka” may choose to rest itself, to put a card from your damage zone into soul! If you put into soul, put the top card of your deck into the damage zone face down, and if you put a grade 3 or greater card with a different name from your vanguard, you may Soul-Charge 1! This works great with a deck like Kheios or Baphormedes!

“Illusory Lantern Demonic Lady, Forcalor” is looking to be a very popular generic card for Dark States in this set! When called from hand, Energy-Charge 1! if you Energy-Blast 3 or more at the same time during the turn for the cost of your card’s ability this turn, at the end of the battle that Forcalor boosts, retire it to draw a card! Not only does Forcalor generate Energy-Charge, but it also synergizes well with cards which use Energy-Blast for ability costs to generate card draws! Another interesting card that could be played in any deck is “Eerie Fixer Dragon”. When discarded, it calls itself for Soul-Blast 1 if your vanguard is grade 2 or greater, but cannot attack if called during the battle phase. However, it can boost if you have put two or more cards into Soul this turn! A very versatile generic is “Merry Wildmaster, Averil”, who powers up once a turn if your other unit is placed in the same column as Averil, and if your vanguard is grade 3 or greater, it also Soul-Charges 1 when called! Averil is a solid counterpart to Forcalor, where one focuses on energy and renewing resources, while the other focuses on soul and power columns! “Melody of Fiendish Flower, Takka” may choose to rest itself, to put a card from your damage zone into soul! If you put into soul, put the top card of your deck into the damage zone face down, and if you put a grade 3 or greater card with a different name from your vanguard, you may Soul-Charge 1! This works great with a deck like Kheios or Baphormedes!


“Winsome Clown” greatly powers up in the turn that three or more of any player’s cards were put into soul by your card’s ability! An interesting guardian comes in the form of “Steam Fighter, Iemsum” who chooses the opponent’s attacking vanguard, and decreases its power until end of turn for Energy-Blast 3! This is best used against decks that have a re-standing vanguard! “Walk the Dark!” is a blitz order that can be played from soul for Energy-Blast 3! When it is played, one of your units greatly powers up temporarily until end of battle, and if it was played from soul, put it on the bottom of the deck!

“Winsome Clown” greatly powers up in the turn that three or more of any player’s cards were put into soul by your card’s ability! An interesting guardian comes in the form of “Steam Fighter, Iemsum” who chooses the opponent’s attacking vanguard, and decreases its power until end of turn for Energy-Blast 3! This is best used against decks that have a re-standing vanguard! “Walk the Dark!” is a blitz order that can be played from soul for Energy-Blast 3! When it is played, one of your units greatly powers up temporarily until end of battle, and if it was played from soul, put it on the bottom of the deck!


This set also offers varying commons that you’ll find useful, starting with “Causal Flare Dragon”! For Energy-Blast 2 and retiring a rear-guard, you Soul-Charge 1, power up this unit, and retire one of your opponent’s rear-guards! When “Hideous Cycler Dragon” attacks, Soul-Charge 2. Trigger units soul-charged by this ability are put to the bottom of the deck, and for every trigger put, this unit powers up! If three or more were put to soul by your card ability in a turn, “Enliven Magician” powers up until end of turn, and draw a card, for Counter-Blast 1! Any deck that likes to keep a lot of Soul, like Baromagnes or Kheios, will be interested with “Solid-hit Intense Quake Colossus”! When called, if your Soul has ten or more cards, for Energy-Blast 3, retire one of your opponent’s front row rear-guards! “Chant of Cursed Blotch, Remias” power and shield increases at all times if your vanguard’s grade is less than your opponent’s vanguard, or if your damage zone has four or more! Lastly, we have “Shady Instigator”! When called from hand, for Soul-Blast 3, draw a card, and this unit powers up until end of turn!

This set also offers varying commons that you’ll find useful, starting with “Causal Flare Dragon”! For Energy-Blast 2 and retiring a rear-guard, you Soul-Charge 1, power up this unit, and retire one of your opponent’s rear-guards! When “Hideous Cycler Dragon” attacks, Soul-Charge 2. Trigger units soul-charged by this ability are put to the bottom of the deck, and for every trigger put, this unit powers up! If three or more were put to soul by your card ability in a turn, “Enliven Magician” powers up until end of turn, and draw a card, for Counter-Blast 1! Any deck that likes to keep a lot of Soul, like Baromagnes or Kheios, will be interested with “Solid-hit Intense Quake Colossus”! When called, if your Soul has ten or more cards, for Energy-Blast 3, retire one of your opponent’s front row rear-guards! “Chant of Cursed Blotch, Remias” power and shield increases at all times if your vanguard’s grade is less than your opponent’s vanguard, or if your damage zone has four or more! Lastly, we have “Shady Instigator”! When called from hand, for Soul-Blast 3, draw a card, and this unit powers up until end of turn!

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Deck List for ‘Super Dimensional Robo, Daiyusha’

Ride Deck
Card Name
Super Dimensional Robo, Daiyusha
Dimensional Robo, Daidragon
Dimensional Robo, Dailander
Dimensional Robo, Goyusha
Energy Generator
 
Main Deck
Card Name Quantity
Super Dimensional Robo, Daiyusha 3
Gratias Gradale 1
Super Dimensional Robo, Dailady 4
Dimensional Robo, Daidragon 1
Freezing Wave 3
Great Sickle of White Flash, Baldareid 3
Dimensional Robo, Daimariner 4
Assemblead Dragon 3
Dimensional Robo, Daibattles 4
Super Dimensional Fortress, Daibase 4
Strong-arm Conversion, Strogalmars (Sentinel) 3
Elementaria Sanctitude (Sentinel) 1
Patrol Robo, Dekarcop (Critical) 4
Blitz Pilot, Jagt (Critical) 4
Cardinal Draco, Enpyro (Front) 3
Blitz Doctor, Gesund (Heal) 4
Star Dragon Deity of Infinitude, Eldobreath (Over Trigger) 1
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The heart of justice never rests! Grab hold of the Great Justice Sword and shout out for the name that is “Super Dimensional Robo, Daiyusha”!! Bringing along various allies from Dimension Police to the Standard format, this Vanguard excels at powering up itself and allies to deliver devastating attacks! When Daiyusha attacks, for the cost of Counter-Blast 1, you draw a card, and if the opponent’s Vanguard is grade 3, Daiyusha powers up any number of units with “Dimensional Robo” in their names, including Daiyusha itself, as long as they have different card names! After the battle in which Daiyusha attacks, you can put a card into the Soul to stand Daiyusha again with -2 drives!

But that’s not all! Once per game, Daiyusha can bind “Dimensional Robo, Goyusha” from soul to gain +1 drive!

The heart of justice never rests! Grab hold of the Great Justice Sword and shout out for the name that is “Super Dimensional Robo, Daiyusha”!! Bringing along various allies from Dimension Police to the Standard format, this Vanguard excels at powering up itself and allies to deliver devastating attacks! When Daiyusha attacks, for the cost of Counter-Blast 1, you draw a card, and if the opponent’s Vanguard is grade 3, Daiyusha powers up any number of units with “Dimensional Robo” in their names, including Daiyusha itself, as long as they have different card names! After the battle in which Daiyusha attacks, you can put a card into the Soul to stand Daiyusha again with -2 drives!

But that’s not all! Once per game, Daiyusha can bind “Dimensional Robo, Goyusha” from soul to gain +1 drive!


Daiyusha does not fight alone however! With the set order “Super Dimensional Fortress, Daibase”, you can search for “Dimensional Robo” from deck or drop, put it to soul, and Energy Charge 1, or call a “Dimensional Robo” from your soul with Energy Blast 2! With the help of “Dimensional Robo, Dailander” from your ride deck, and “Super Dimensional Robo, Dailady”, you can search for additional copies of Daibase!

Many of these allies have abilities that strengthen the Vanguard when called from soul! “Dimensional Robo, Daidragon” powers up, and gets the ability to retire itself when Daiyusha is attacked to temporarily increase Daiyusha’s Power! It also has the ability to call itself when ridden by Daiyusha! “Dimensional Robo, Daimariner” powers up, and prevents the opponent from intercepting! “Dimensional Robo, Dailander” powers up itself and Daiyusha! “Dimensional Robo, Daibattles” changes the original Critical of Daiyusha from one to two! Daibattles also have an additional skill when it is in Soul! If your Vanguard is Daidragon, your opponent’s grade is 2 or greater, and you have Goyusha, Dailander, and Daimariner in your Soul, you can put one card from your hand into Soul, and superior ride Daiyusha from your ride deck! Super Dimensional Combination! Daiyusha!!

Daiyusha’s strategy focuses on going second to achieve a superior ride to grade 3 by turn 2! You’ll want to start with one or two Daibases in hand to efficiently cycle your Dimensional Robos from the field, drop, and soul! Don’t forget that Dailady is needed for consistency, as it could add a Daibase from your deck to your hand! Additionally, treat Goyusha’s bind ability as a pseudo-Divine skill. Maximize it by calling Daibattles and Dailander, powering up Daiyusha and giving it an extra critical!

Daiyusha does not fight alone however! With the set order “Super Dimensional Fortress, Daibase”, you can search for “Dimensional Robo” from deck or drop, put it to soul, and Energy Charge 1, or call a “Dimensional Robo” from your soul with Energy Blast 2! With the help of “Dimensional Robo, Dailander” from your ride deck, and “Super Dimensional Robo, Dailady”, you can search for additional copies of Daibase!

Many of these allies have abilities that strengthen the Vanguard when called from soul! “Dimensional Robo, Daidragon” powers up, and gets the ability to retire itself when Daiyusha is attacked to temporarily increase Daiyusha’s Power! It also has the ability to call itself when ridden by Daiyusha! “Dimensional Robo, Daimariner” powers up, and prevents the opponent from intercepting! “Dimensional Robo, Dailander” powers up itself and Daiyusha! “Dimensional Robo, Daibattles” changes the original Critical of Daiyusha from one to two! Daibattles also have an additional skill when it is in Soul! If your Vanguard is Daidragon, your opponent’s grade is 2 or greater, and you have Goyusha, Dailander, and Daimariner in your Soul, you can put one card from your hand into Soul, and superior ride Daiyusha from your ride deck! Super Dimensional Combination! Daiyusha!!

Daiyusha’s strategy focuses on going second to achieve a superior ride to grade 3 by turn 2! You’ll want to start with one or two Daibases in hand to efficiently cycle your Dimensional Robos from the field, drop, and soul! Don’t forget that Dailady is needed for consistency, as it could add a Daibase from your deck to your hand! Additionally, treat Goyusha’s bind ability as a pseudo-Divine skill. Maximize it by calling Daibattles and Dailander, powering up Daiyusha and giving it an extra critical!

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Deck List for ‘Innocent Monster in Paradise, Arkhite’

Ride Deck
Card Name
Innocent Monster in Paradise, Arkhite
Sleeping Protector, Arkhite
Monster Soul-searching, Arkhite
Short Rest, Arkhite
Energy Generator
 
Main Deck
Card Name Quantity
Innocent Monster in Paradise, Arkhite 3
Light Ray Monster, Rayviris 4
Radiance Caliburn 1
Thunder Claw Monster, Relamgarra 4
Aux Machine Monster, Savoied 4
Windstorm Monster, Cyclogaade 3
Great Sickle of White Flash, Baldareid 3
Armor Scissors Monster, Forvex 4
Torrential Energy Research 4
Craggy Monster, Girgrand (Sentinel) 3
Elementaria Sanctitude (Sentinel) 1
Patrol Robo, Dekarcop (Critical) 4
Blitz Pilot, Jagt (Critical) 4
Cardinal Draco, Enpyro (Front) 3
Blitz Doctor, Gesund (Heal) 4
Star Dragon Deity of Infinitude, Eldobreath (Over Trigger) 1
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With a love for all things monster, “Innocent Monster in Paradise, Arkhite” innocently seeks pure monster-made destruction! Every turn, Arkhite can return fallen Monsters from the Drop zone to the Order Zone for Energy Blast 2! Improving on the previous form, Arkhite can power up newly called Monsters by sending their copies from the Order Zone to the Drop Zone instead of the bottom of the deck! The passion for Monster-made destruction truly shines in Arkhite’s final ability—when attacking, for Counter-Blast 1, Arkhite calls two Monsters from the Order Zone to join the assault!

Arkhite also brings new Monsters into play! “Armor Scissors Monster, Forvex” acts as a solid guard, returning itself to hand after boosting with Soul Blast 1! “Thunder Claw Monster, Relamgarra” gains power if you have a card in the Order Zone and when attacking a grade 3 or greater Vanguard! If your Arkhite Vanguard is grade 3 or greater, after it attacks, Relamgarra can retire itself to draw one!

After being teased in Arkhite’s background, “Light Ray Monster, Rayviris” finally makes its debut! Once Relamgarra retires itself, Arkhite can call Rayviris. When Rayviris is placed by Arkhite’s ability, it can reduce the opponent’s Vanguard power for Counter-Blast 1 during its attack. If the opponent is grade 3 or greater, Rayviris also gains more power and an extra Critical! Combine it with Arkhite’s ability to power up Monsters, and it becomes a fearsome rear-guard presence!
Prioritize drawing into monsters and Torrential Energy Research at the start of the game. The earlier you set up your order zone, the stronger and more versatile your monsters will be in the mid-to-late game!

With a love for all things monster, “Innocent Monster in Paradise, Arkhite” innocently seeks pure monster-made destruction! Every turn, Arkhite can return fallen Monsters from the Drop zone to the Order Zone for Energy Blast 2! Improving on the previous form, Arkhite can power up newly called Monsters by sending their copies from the Order Zone to the Drop Zone instead of the bottom of the deck! The passion for Monster-made destruction truly shines in Arkhite’s final ability—when attacking, for Counter-Blast 1, Arkhite calls two Monsters from the Order Zone to join the assault!
Arkhite also brings new Monsters into play! “Armor Scissors Monster, Forvex” acts as a solid guard, returning itself to hand after boosting with Soul Blast 1! “Thunder Claw Monster, Relamgarra” gains power if you have a card in the Order Zone and when attacking a grade 3 or greater Vanguard! If your Arkhite Vanguard is grade 3 or greater, after it attacks, Relamgarra can retire itself to draw one!
After being teased in Arkhite’s background, “Light Ray Monster, Rayviris” finally makes its debut! Once Relamgarra retires itself, Arkhite can call Rayviris. When Rayviris is placed by Arkhite’s ability, it can reduce the opponent’s Vanguard power for Counter-Blast 1 during its attack. If the opponent is grade 3 or greater, Rayviris also gains more power and an extra Critical! Combine it with Arkhite’s ability to power up Monsters, and it becomes a fearsome rear-guard presence!
Prioritize drawing into monsters and Torrential Energy Research at the start of the game. The earlier you set up your order zone, the stronger and more versatile your monsters will be in the mid-to-late game!

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Support for ‘Gigant Arms, Silhouette’

Silhouette gets a fresh delivery of new robots that will surely enhance its gameplan! First up is “Armed Arms, “Drill””. By putting an Armed Arms from your Drop into the Soul, Drill powers up in the rear-guard circle, but it gains a Critical instead when attached to Silhouette alongside another Armed Arms! To maximize the use of Drill, it should attack the opponent’s Vanguard before your Vanguard swings. After that, attach Drill to Silhouette to increase its Critical! Once the attack is over, call Drill back with Silhouette’s ability, allowing it to power up again and add another Armed Arms from your Drop to the Soul. Remember, every time Drill attacks, whether on its own or while attached to the Vanguard, you’ll need to add an Armed Arms from your Drop to the Soul, ensuring your resources keep growing with each strike!

If you thought the Critical was dangerous, just wait until you see “Repair Robo, Runny”! When your grade 3 or greater Silhouette attacks, Soul-Blast 1 and retire Runny, forcing your opponent to guard with at least two cards from their hand if they want to defend. Runny also functions like an improved, single-use “Machineries Factory”! When placed on the Rear-Guard Circle, you can Soul-Blast 1 to look at the top seven cards of your deck, choose two Armed Arms with different names, reveal them to your opponent, add one to your hand, discard the other, and shuffle your deck! Now that’s what you call multi-purpose!
Finally, we have “Support Drone, Manny”! When used as a guardian, if your Vanguard is Silhouette, check the top five cards of your deck and choose as many Armed Arms as you want with different card names. Call those Armed Arms as guardians and shuffle your deck. If no cards were called, Manny increases its shield value! Even on defense, Silhouette’s Armed Arms are always ready for action!

Keep in mind that Silhouette doesn’t mind having Armed Arms in the drop zone!

Silhouette gets a fresh delivery of new robots that will surely enhance its gameplan! First up is “Armed Arms, “Drill””. By putting an Armed Arms from your Drop into the Soul, Drill powers up in the rear-guard circle, but it gains a Critical instead when attached to Silhouette alongside another Armed Arms! To maximize the use of Drill, it should attack the opponent’s Vanguard before your Vanguard swings. After that, attach Drill to Silhouette to increase its Critical! Once the attack is over, call Drill back with Silhouette’s ability, allowing it to power up again and add another Armed Arms from your Drop to the Soul. Remember, every time Drill attacks, whether on its own or while attached to the Vanguard, you’ll need to add an Armed Arms from your Drop to the Soul, ensuring your resources keep growing with each strike!

If you thought the Critical was dangerous, just wait until you see “Repair Robo, Runny”! When your grade 3 or greater Silhouette attacks, Soul-Blast 1 and retire Runny, forcing your opponent to guard with at least two cards from their hand if they want to defend. Runny also functions like an improved, single-use “Machineries Factory”! When placed on the Rear-Guard Circle, you can Soul-Blast 1 to look at the top seven cards of your deck, choose two Armed Arms with different names, reveal them to your opponent, add one to your hand, discard the other, and shuffle your deck! Now that’s what you call multi-purpose!
Finally, we have “Support Drone, Manny”! When used as a guardian, if your Vanguard is Silhouette, check the top five cards of your deck and choose as many Armed Arms as you want with different card names. Call those Armed Arms as guardians and shuffle your deck. If no cards were called, Manny increases its shield value! Even on defense, Silhouette’s Armed Arms are always ready for action!

Keep in mind that Silhouette doesn’t mind having Armed Arms in the drop zone!


Other Cards

Brandt Gate’s research labs have yielded exciting results! Starting off our set of generics, we have reprints of “Patrol Robo, Dekarcop”, “Ameliorate Connector”, and “Cardinal Draco, Enpyro”! These essential effect triggers are must-haves for many decks, so grab them if you haven’t yet!

Brandt Gate’s research labs have yielded exciting results! Starting off our set of generics, we have reprints of “Patrol Robo, Dekarcop”, “Ameliorate Connector”, and “Cardinal Draco, Enpyro”! These essential effect triggers are must-haves for many decks, so grab them if you haven’t yet!


Moving on, “Refractile Dragon” shines in decks that frequently place cards in the order zone from either player, as it gains Boost until the end of the turn! It can also call itself to the Rear-Guard Circle when discarded during your turn by paying Soul-Blast 1, though it can’t attack if called during the Battle Phase. Next, we have “Pelicca Express”, a Blitz Order that gives one of your units a temporary power boost in exchange for returning a Set Order from your Drop Zone to the bottom of your deck! This is perfect for recovering Set Orders that you may have lost to the Damage Zone or Soul-Charging. It also synergizes with “Quaking Ripple Monster, Eledglema”, increasing the chances of checking top cards for Set Orders after you shuffle your deck.

Moving on, “Refractile Dragon” shines in decks that frequently place cards in the order zone from either player, as it gains Boost until the end of the turn! It can also call itself to the Rear-Guard Circle when discarded during your turn by paying Soul-Blast 1, though it can’t attack if called during the Battle Phase. Next, we have “Pelicca Express”, a Blitz Order that gives one of your units a temporary power boost in exchange for returning a Set Order from your Drop Zone to the bottom of your deck! This is perfect for recovering Set Orders that you may have lost to the Damage Zone or Soul-Charging. It also synergizes with “Quaking Ripple Monster, Eledglema”, increasing the chances of checking top cards for Set Orders after you shuffle your deck.


For more common generic options, consider “Traction Conversion, Tractrailer”! When it attacks, discard the top card of your deck, and if it’s a trigger, you can add a Blitz Order or Set Order from the Drop Zone to your hand. If it’s not a trigger, it powers up for that battle instead! Another powerful option is “Amazing Fist Dragon, Edorwyn Dragon”! If your order zone has two or more Set Orders, you can call Edorwyn to retire an opponent’s front row rear-guard for Energy Blast 4! “Stratosphere Dragon” excels in both early and late game! If your Vanguard’s grade is lower than your opponent’s, or if you have four or more cards in your damage zone, this unit continuously gains additional power and shield, even during your opponent’s turn!

For Vanguard-centric builds, “Alleskonner Held” offers support! After boosting an attack, if you have two or more Set Orders in your order zone, you can retire it to give your Vanguard an extra power boost until the end of the turn! Finally, meet “Spectroscopic Binary Star Lady Archer”, a strong attacker! If your opponent’s Vanguard is grade 3 or higher and you have three or more Set Orders in your order zone, this unit gains a significant power boost on your turn—ideal for decks that depend on running multiple Set Orders!

For more common generic options, consider “Traction Conversion, Tractrailer”! When it attacks, discard the top card of your deck, and if it’s a trigger, you can add a Blitz Order or Set Order from the Drop Zone to your hand. If it’s not a trigger, it powers up for that battle instead! Another powerful option is “Amazing Fist Dragon, Edorwyn Dragon”! If your order zone has two or more Set Orders, you can call Edorwyn to retire an opponent’s front row rear-guard for Energy Blast 4! “Stratosphere Dragon” excels in both early and late game! If your Vanguard’s grade is lower than your opponent’s, or if you have four or more cards in your damage zone, this unit continuously gains additional power and shield, even during your opponent’s turn!

For Vanguard-centric builds, “Alleskonner Held” offers support! After boosting an attack, if you have two or more Set Orders in your order zone, you can retire it to give your Vanguard an extra power boost until the end of the turn! Finally, meet “Spectroscopic Binary Star Lady Archer”, a strong attacker! If your opponent’s Vanguard is grade 3 or higher and you have three or more Set Orders in your order zone, this unit gains a significant power boost on your turn—ideal for decks that depend on running multiple Set Orders!

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Deck List for ‘Poison Knight of Silence Undercover, Mordalion’

Ride Deck
Card Name
Poison Knight of Silence Undercover, Mordalion
Monitoring Ravener Undercover, Awnfar
Volley of Blades Undercover, Onux
Hidden Flash Undercover, Serendis
Energy Generator
 
Main Deck
Card Name Quantity
Poison Knight of Silence Undercover, Mordalion 3
Knight of Blackness of Yore Undercover, Obscudeid 4
Knight of Piercing Acuity Undercover, Zois 1
Radiance Caliburn 1
Knight of Abruptness Undercover, Deira 4
Gallant Mechanical Agility, Valtrossa&Liel 3
Magic of Alteration, Turnarr 2
Monitoring Ravener Undercover, Awnfar 2
Monitored Tryst 4
Claw of Secret Schemes Undercover, Tigris 4
Volley of Blades Undercover, Onux 2
Dragsaver, Esras (Sentinel) 3
Elementaria Sanctitude (Sentinel) 1
Blade Feather Dragon (Critical) 4
Bard of Heavenly Song, Alpacc (Front) 4
Protection Magic, Prorobi (Draw) 3
Bringer of Distant Sounds, Araunus (Heal) 4
Light Dragon Deity of Honors, Amartinoa (Over Trigger) 1
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Like an espionage corps that schemes and prepares, the “Undercover” knights lurk in the shadows, keeping themselves unnoticed! Their schemes are symbolized by the “Monitored Tryst”, a set order that re-introduces the gauge mechanic to the Standard format after Granfia! When “Monitored Tryst” is played from the drop or hand, and if you have an Undercover vanguard, you can choose a card from the top seven cards of your deck, and place it face down as this set order’s undercover gauge! The gauge acts as a hidden resource for future use, allowing you to set up further plays with your undercover units! Starting with “Volley of Blades Undercover, Onux” and “Monitoring Ravener Undercover, Awnfar”, when they ride their respective target, allows you to search, reveal, and add to hand a copy of “Monitored Tryst”! Both Onux and Awnfar also powers up if you have two or more “Monitored Tryst” in your order zone! Cutting through the silence, “Poison Knight of Silence Undercover, Mordalion” empowers all Undercover units if you have three or more set “Monitored Tryst” during your turn! Ever the cunning strategist, once per turn, activate Mordalion’s ability with Energy-Blast 2, to check the top 7 cards of your deck, choosing a number of cards equal to your set Monitored Tryst without undercover gauges, then placing those cards face down as gauges on the chosen “Monitored Tryst” cards! Mordalion doesn’t fight alone! For Counter-Blast 1, Mordalion can call up to two Undercover units from the undercover gauges to each rear-guard circle in the same column!

Like an espionage corps that schemes and prepares, the “Undercover” knights lurk in the shadows, keeping themselves unnoticed! Their schemes are symbolized by the “Monitored Tryst”, a set order that re-introduces the gauge mechanic to the Standard format after Granfia! When “Monitored Tryst” is played from the drop or hand, and if you have an Undercover vanguard, you can choose a card from the top seven cards of your deck, and place it face down as this set order’s undercover gauge! The gauge acts as a hidden resource for future use, allowing you to set up further plays with your undercover units! Starting with “Volley of Blades Undercover, Onux” and “Monitoring Ravener Undercover, Awnfar”, when they ride their respective target, allows you to search, reveal, and add to hand a copy of “Monitored Tryst”! Both Onux and Awnfar also powers up if you have two or more “Monitored Tryst” in your order zone! Cutting through the silence, “Poison Knight of Silence Undercover, Mordalion” empowers all Undercover units if you have three or more set “Monitored Tryst” during your turn! Ever the cunning strategist, once per turn, activate Mordalion’s ability with Energy-Blast 2, to check the top 7 cards of your deck, choosing a number of cards equal to your set Monitored Tryst without undercover gauges, then placing those cards face down as gauges on the chosen “Monitored Tryst” cards! Mordalion doesn’t fight alone! For Counter-Blast 1, Mordalion can call up to two Undercover units from the undercover gauges to each rear-guard circle in the same column!


Mordalion’s crew features interesting individuals like “Knight of Blackness of Yore Undercover, Obscudeid”, a version of Obscudeid before leaving the Undercover knights. As one of Mordalion’s subordinates, if ready as an undercover gauge, Obscudeid can call itself to the back row center for Soul-Blast 1! With a grade 3 or greater Undercover vanguard, Obscudeid powers up, can attack from the back row center, and performs a drive check with drive -1 for Soul-Blast 1, provided your opponent’s vanguard is grade 3 or greater, and no other rear-guard has performed a drive check that turn! After the battle, Obscudeid retreats, and puts itself to the bottom of the deck! Another individual is “Knight of Abruptness Undercover, Deira” who requires an Undercover or a Shadow Paladin vanguard for both of its abilities! When called, for Counter-Blast 1, look at the top 5 cards of the deck to add an Undercover or Shadow Paladin card to hand! This includes selecting units like “Dragsaver, Esras” from “Cardfight!! Vanguard Special Series 10: Stride Deckset -Luard-”, which is part of the Shadow Paladin clan—and having the powerful ability of being a sentinel! Deira can also power up temporarily when attacking a grade 3 or greater unit for Soul-Blast 1! There’s also “Knight of Piercing Acuity Undercover, Zois” who continuously powers up, and cannot be retired by the opponent’s card effects, if there are 2 or more set “Monitored Tryst”! Lastly, we have “Claw of Secret Schemes Undercover, Tigris” who, at the end of the battle it boosted, returns to hand for Energy-Blast 2! When used as a guardian, it can temporarily increase its shield value by returning an Undercover from drop to the bottom of the deck! This also allows you to cycle cards back into the deck, ensuring you can set more cards later as undercover gauges!

The more Monitored Tryst cards you have set, the more options you unlock with Mordalion’s attack ability! Make sure to prioritize drawing at least one Monitored Tryst early on! It’s best to attack with Obscudeid in the back row center after your Mordalion vanguard’s attack. Obscudeid adds extra pressure as it can perform a drive check! Triggers that were potentially wasted on Mordalion due to a sentinel block can then be applied to Obscudeid, ensuring the pressure stays on and the advantage is maintained!

Mordalion’s crew features interesting individuals like “Knight of Blackness of Yore Undercover, Obscudeid”, a version of Obscudeid before leaving the Undercover knights. As one of Mordalion’s subordinates, if ready as an undercover gauge, Obscudeid can call itself to the back row center for Soul-Blast 1! With a grade 3 or greater Undercover vanguard, Obscudeid powers up, can attack from the back row center, and performs a drive check with drive -1 for Soul-Blast 1, provided your opponent’s vanguard is grade 3 or greater, and no other rear-guard has performed a drive check that turn! After the battle, Obscudeid retreats, and puts itself to the bottom of the deck! Another individual is “Knight of Abruptness Undercover, Deira” who requires an Undercover or a Shadow Paladin vanguard for both of its abilities! When called, for Counter-Blast 1, look at the top 5 cards of the deck to add an Undercover or Shadow Paladin card to hand! This includes selecting units like “Dragsaver, Esras” from “Cardfight!! Vanguard Special Series 10: Stride Deckset -Luard-”, which is part of the Shadow Paladin clan—and having the powerful ability of being a sentinel! Deira can also power up temporarily when attacking a grade 3 or greater unit for Soul-Blast 1! There’s also “Knight of Piercing Acuity Undercover, Zois” who continuously powers up, and cannot be retired by the opponent’s card effects, if there are 2 or more set “Monitored Tryst”! Lastly, we have “Claw of Secret Schemes Undercover, Tigris” who, at the end of the battle it boosted, returns to hand for Energy-Blast 2! When used as a guardian, it can temporarily increase its shield value by returning an Undercover from drop to the bottom of the deck! This also allows you to cycle cards back into the deck, ensuring you can set more cards later as undercover gauges!

The more Monitored Tryst cards you have set, the more options you unlock with Mordalion’s attack ability! Make sure to prioritize drawing at least one Monitored Tryst early on! It’s best to attack with Obscudeid in the back row center after your Mordalion vanguard’s attack. Obscudeid adds extra pressure as it can perform a drive check! Triggers that were potentially wasted on Mordalion due to a sentinel block can then be applied to Obscudeid, ensuring the pressure stays on and the advantage is maintained!

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Support for ‘Fiery Immolation Dragon, Blond Ezel

“Platinamane Stallion” comes charging in as strong support for the Gold Paladins! When you have a grade 3 or greater Gold Paladin vanguard and Platinamane is called, for Energy-Blast 3, you can check the top three cards of your deck and call a grade 3 or less card (except Platinamane) to an open rear-guard circle. At the end of the turn, Platinamane is placed at the bottom of the deck. Its versatility shines during the battle phase! When you call Platinamane by an ability, and if you have an open rear-guard circle, you can choose to call another unit with Platinamane’s ability to fill your board efficiently! Especially during Ezel’s attack ability, where you can call Platinamane to dig deeper into your deck! Platinamane is also great for recovering rear-guards against control decks and synergizes with “Knight of Insightful Eyes, Azaltus”, returning to hand after battle if it is in the back row when your vanguard is a Gold Paladin!

“Platinamane Stallion” comes charging in as strong support for the Gold Paladins! When you have a grade 3 or greater Gold Paladin vanguard and Platinamane is called, for Energy-Blast 3, you can check the top three cards of your deck and call a grade 3 or less card (except Platinamane) to an open rear-guard circle. At the end of the turn, Platinamane is placed at the bottom of the deck. Its versatility shines during the battle phase! When you call Platinamane by an ability, and if you have an open rear-guard circle, you can choose to call another unit with Platinamane’s ability to fill your board efficiently! Especially during Ezel’s attack ability, where you can call Platinamane to dig deeper into your deck! Platinamane is also great for recovering rear-guards against control decks and synergizes with “Knight of Insightful Eyes, Azaltus”, returning to hand after battle if it is in the back row when your vanguard is a Gold Paladin!

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Support for ‘Omniscience Regalia, Minerva’

Under the omniscient goddess’ orders, “Freezing Magic, Froros” brings magic to Genesis! If you have a grade 3 or greater Minerva vanguard, you can call Froros and pay Soul-Blast 2 to choose two normal units with the same name as the Soul-Blasted cards (without Sentinel), put one to hand and return the other to the deck, and shuffle! This helps you add essential pieces to your hand, like a Minerva copy for Persona Ride, and to avoid deckouts! Additionally, Froros counts as a Genesis unit if your vanguard is Genesis, working well with Minerva’s discard cost of requiring Genesis units!

Under the omniscient goddess’ orders, “Freezing Magic, Froros” brings magic to Genesis! If you have a grade 3 or greater Minerva vanguard, you can call Froros and pay Soul-Blast 2 to choose two normal units with the same name as the Soul-Blasted cards (without Sentinel), put one to hand and return the other to the deck, and shuffle! This helps you add essential pieces to your hand, like a Minerva copy for Persona Ride, and to avoid deckouts! Additionally, Froros counts as a Genesis unit if your vanguard is Genesis, working well with Minerva’s discard cost of requiring Genesis units!

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Other Cards

With permission from the knight order, we have been granted a set of generics and reprints! Starting off with effect triggers, we have “Blade Feather Dragon”, “Protection Magic, Prorobi”, and “Bard of Heavenly Song, Alpacc”!

With permission from the knight order, we have been granted a set of generics and reprints! Starting off with effect triggers, we have “Blade Feather Dragon”, “Protection Magic, Prorobi”, and “Bard of Heavenly Song, Alpacc”!


First of our generics is the highly versatile “Magic of Threaded Connections, Peraram”, which powers up during your turn if you have four or more units and a grade 3 or greater vanguard! When called during the main phase, for Counter-Blast 1, you can call a card from your hand with the same grade or less as your vanguard, and if you do, draw a card! Another generic is “Exalted Dragon”, which, when discarded, calls itself for Soul-Blast 1, but cannot attack if called during the battle phase. However, it can boost if another unit was placed by a card ability! “Nosedive Falcon” prefers to be a back-row rear-guard. When your vanguard that was placed from the deck during that turn attacks, for Counter-Blast 1, Nosedive stands and moves to an open rear-guard circle, but retires at the end of the turn! It also continuously gains power if your grade 3 or greater vanguard was placed this turn! While this seems to be designed for Thegrea, the ability activates whether you ride from your ride deck or your main deck!

First of our generics is the highly versatile “Magic of Threaded Connections, Peraram”, which powers up during your turn if you have four or more units and a grade 3 or greater vanguard! When called during the main phase, for Counter-Blast 1, you can call a card from your hand with the same grade or less as your vanguard, and if you do, draw a card! Another generic is “Exalted Dragon”, which, when discarded, calls itself for Soul-Blast 1, but cannot attack if called during the battle phase. However, it can boost if another unit was placed by a card ability! “Nosedive Falcon” prefers to be a back-row rear-guard. When your vanguard that was placed from the deck during that turn attacks, for Counter-Blast 1, Nosedive stands and moves to an open rear-guard circle, but retires at the end of the turn! It also continuously gains power if your grade 3 or greater vanguard was placed this turn! While this seems to be designed for Thegrea, the ability activates whether you ride from your ride deck or your main deck!


Next is “Inflictor Dragon”! When it attacks a vanguard, for Energy-Blast 3 and retiring a rear-guard from another column, you can draw a card, and Inflictor Dragon powers up until the end of the turn. This card works best in decks that generate a field quickly or prioritizes multi-attacks! Once per turn, “Knight of Judgement Sickle, Idwal” powers up all front-row units until the end of the turn when your vanguard is placed! If your opponent’s vanguard is grade 3 or greater, “Knight of Connecting Hope, Triffyhn” can retire itself after boosting an attack to give your vanguard a massive power boost! There’s also “Endless Sorcery Exploration”, a set order which can be played with Soul-Blast 2 if your opponent’s vanguard is grade 3 or greater. Check the top card of your deck and leave it on top or put it into your soul, while powering up your vanguard!

Next is “Inflictor Dragon”! When it attacks a vanguard, for Energy-Blast 3 and retiring a rear-guard from another column, you can draw a card, and Inflictor Dragon powers up until the end of the turn. This card works best in decks that generate a field quickly or prioritizes multi-attacks! Once per turn, “Knight of Judgement Sickle, Idwal” powers up all front-row units until the end of the turn when your vanguard is placed! If your opponent’s vanguard is grade 3 or greater, “Knight of Connecting Hope, Triffyhn” can retire itself after boosting an attack to give your vanguard a massive power boost! There’s also “Endless Sorcery Exploration”, a set order which can be played with Soul-Blast 2 if your opponent’s vanguard is grade 3 or greater. Check the top card of your deck and leave it on top or put it into your soul, while powering up your vanguard!


We also have interesting commons as part of our generics! “Rhombic Ward Sorceress” gains power and shield until the end of the turn for Energy-Blast 3. “Lifesaving Angel, Harshiel” gains power and shield at all times if your vanguard’s grade is lower than your opponent’s or if you have four or more cards in your damage zone. If two or more of your rear-guards were called this turn, “Divine Sister, S’more” powers up when boosting, and at the end of the battle, you can choose to put S’more into your soul as a way to generate more resources! Lastly, when “Bringer of Turning Point, Aion” is called, for Counter-Blast 2, Aion powers up, and you can draw a card!

We also have interesting commons as part of our generics! “Rhombic Ward Sorceress” gains power and shield until the end of the turn for Energy-Blast 3. “Lifesaving Angel, Harshiel” gains power and shield at all times if your vanguard’s grade is lower than your opponent’s or if you have four or more cards in your damage zone. If two or more of your rear-guards were called this turn, “Divine Sister, S’more” powers up when boosting, and at the end of the battle, you can choose to put S’more into your soul as a way to generate more resources! Lastly, when “Bringer of Turning Point, Aion” is called, for Counter-Blast 2, Aion powers up, and you can draw a card!

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Deck List for ‘Venerable, Stoeirhaja’

Ride Deck
Card Name
Venerable, Stoeirhaja
Luminary, Gamga
Kusumamala, Lamp
Udumbara Flower, Banana
Energy Generator
 
Main Deck
Card Name Quantity
Venerable, Stoeirhaja 3
The Principles of Unsatisfactoriness 4
The Principles of Nonself 4
Hurtful Pompilidio 4
Luminary, Gamga 2
Fly Over Vivartika 4
Amicable Maiden, Alvina 4
Persist Chlorophorus 4
Kusumamala Lamp 1
Honeycomb Thyreus (Sentinel) 3
Elementaria Sanctitude (Sentinel) 1
Aspiring Maiden, Alana (Critical) 4
Frenzied Heiress (Front) 4
Serene Maiden, Lena (Draw) 3
Cheery Support Elf (Heal) 4
Source Dragon Deity of Blessings, Blessfavor (Over Trigger) 1
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The enlightened “Venerable, Stoeirhaja” from the manga Cardfight!! Vanguard: Youthquake has finally arrived in the Standard format! Stoeirhaja’s battle prowess revolves around using both of the Codex Order cards, “The Principles of Nonself” and “The Principles of Unsatisfactoriness,” to call and empower an ally from the drop zone while weakening the opponent until the end of their turn! The Venerable can also restand a rear-guard for every Codex played during that turn for Counter-Blast 1! Through enlightenment Stoeirhaja taps into greater power, powering up the front row whenever a Codex is played and enabling the use of two Normal Orders during a single turn, although with the restriction of needing the second Order played to be a Codex, if the opponent’s vanguard is grade 3 or greater!

The enlightened “Venerable, Stoeirhaja” from the manga Cardfight!! Vanguard: Youthquake has finally arrived in the Standard format! Stoeirhaja’s battle prowess revolves around using both of the Codex Order cards, “The Principles of Nonself” and “The Principles of Unsatisfactoriness,” to call and empower an ally from the drop zone while weakening the opponent until the end of their turn! The Venerable can also restand a rear-guard for every Codex played during that turn for Counter-Blast 1! Through enlightenment Stoeirhaja taps into greater power, powering up the front row whenever a Codex is played and enabling the use of two Normal Orders during a single turn, although with the restriction of needing the second Order played to be a Codex, if the opponent’s vanguard is grade 3 or greater!


Stoeirhaja’s deep connection with followers empowers them to gather and seek out the wisdom of the Codex! When “Kusumamala, Lamp” is ridden by “Luminary, Gamga”, you can look at the top 7 cards of your deck and choose up to one grade 3 or greater Stoeirhaja or one Codex, reveal it, and add it to your hand, then shuffle your deck! Lamp also has a rear-guard ability where at the end of your turn, if a Codex was played, you can retire this unit to return a grade 3 or greater Stoeirhaja from the drop to your hand—perfect for recycling a Persona Ride for your next turn! A great way to recycle a persona copy for your next turn! When Gamga is ridden by Stoeirhaja, for Soul-Blast 1, you can search your deck for a Codex, reveal it, add it to your hand, and shuffle your deck! Additionally, if a Codex was played this turn, when Gamga is placed on the rear-guard circle, Soul-Charge 1 and this unit gains power!

Stoeirhaja’s deep connection with followers empowers them to gather and seek out the wisdom of the Codex! When “Kusumamala, Lamp” is ridden by “Luminary, Gamga”, you can look at the top 7 cards of your deck and choose up to one grade 3 or greater Stoeirhaja or one Codex, reveal it, and add it to your hand, then shuffle your deck! Lamp also has a rear-guard ability where at the end of your turn, if a Codex was played, you can retire this unit to return a grade 3 or greater Stoeirhaja from the drop to your hand—perfect for recycling a Persona Ride for your next turn! A great way to recycle a persona copy for your next turn! When Gamga is ridden by Stoeirhaja, for Soul-Blast 1, you can search your deck for a Codex, reveal it, add it to your hand, and shuffle your deck! Additionally, if a Codex was played this turn, when Gamga is placed on the rear-guard circle, Soul-Charge 1 and this unit gains power!


Stoeirhaja’s influence extends beyond the rideline, with loyal followers ready to support its cause. “Hurtful Pompilidio” powers up for each Codex played, and when your vanguard is attacked by an opponent’s rear-guard, it can sacrifice itself to nullify the attacker’s base power! “Fly Over Vivartika” lets you search for a Codex or draw a card if none is found. It also grows stronger with each Codex played! Finally, we have “Persist Chlorophorus”. After attacking or boosting, put this into the Soul and check the top 7 for a Codex from among them, reveal it and add to hand, then shuffle your deck!

If possible, open with one or both Codex in hand. As the game progresses, you will want to cycle both Codex to permanently weaken your opponent’s vanguard, while also strengthening the pressure from your rear-guards! If you can find them, “Prized Trident” and “Inlet Pulse Dragon” are excellent cards that fuels the soul, counter-charges, or lets you draw a card!

Stoeirhaja’s influence extends beyond the rideline, with loyal followers ready to support its cause. “Hurtful Pompilidio” powers up for each Codex played, and when your vanguard is attacked by an opponent’s rear-guard, it can sacrifice itself to nullify the attacker’s base power! “Fly Over Vivartika” lets you search for a Codex or draw a card if none is found. It also grows stronger with each Codex played! Finally, we have “Persist Chlorophorus”. After attacking or boosting, put this into the Soul and check the top 7 for a Codex from among them, reveal it and add to hand, then shuffle your deck!

If possible, open with one or both Codex in hand. As the game progresses, you will want to cycle both Codex to permanently weaken your opponent’s vanguard, while also strengthening the pressure from your rear-guards! If you can find them, “Prized Trident” and “Inlet Pulse Dragon” are excellent cards that fuels the soul, counter-charges, or lets you draw a card!

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Support for ‘Blue Storm Dragon, Maelstrom’

Emerging from the depths as Aqua Force’s new reinforcement, “Mare Clausum Dragon” calls itself to the rear-guard circle when discarded on your turn for Energy-Blast 2! This card helps offset Maelstrom’s discard cost while minimizing the strain on the deck’s limited Counter-Blast and Soul-Blast resources! Mare Clausum can intercept from the back row and gains more power and shield if you have a “Blue Storm Armada” type Set Order! After Mare Clausum attacks in the front row, use “Wheel Assault” to switch it with another rear-guard in the same column, setting it up to intercept from the back row on the next turn!

Emerging from the depths as Aqua Force’s new reinforcement, “Mare Clausum Dragon” calls itself to the rear-guard circle when discarded on your turn for Energy-Blast 2! This card helps offset Maelstrom’s discard cost while minimizing the strain on the deck’s limited Counter-Blast and Soul-Blast resources! Mare Clausum can intercept from the back row and gains more power and shield if you have a “Blue Storm Armada” type Set Order! After Mare Clausum attacks in the front row, use “Wheel Assault” to switch it with another rear-guard in the same column, setting it up to intercept from the back row on the next turn!

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Support for ‘Mythiarq, Luruthzul’

The Mythiarq Habitat welcomes new support wandering in! First, we have “Mythiarq, Porcurhyle”! Its presence is so massive that it’s counted as two units! It also gains a significant power boost when it attacks, provided you have five or more Mythiarq units on your field. Next is “Mythiarq, Merrylish”! When placed by a Mythiarq ability, it draws a card and forces your opponent to guard with at least two cards when their vanguard is attacked by it, making it harder for the opponent to block efficiently and giving Mythiarq a strong edge in prolonged battles. Lastly, we have “Mythiarq, Rissumy”! When your grade 3 or greater Mythiarq vanguard is placed, Rissumy can either join the field or recycle itself back into the deck, supporting resource management. Its ability to power up your front row while sitting in the middle back row makes it an essential piece during high-pressure turns, especially during a Persona Ride turn!

The Mythiarq Habitat welcomes new support wandering in! First, we have “Mythiarq, Porcurhyle”! Its presence is so massive that it’s counted as two units! It also gains a significant power boost when it attacks, provided you have five or more Mythiarq units on your field. Next is “Mythiarq, Merrylish”! When placed by a Mythiarq ability, it draws a card and forces your opponent to guard with at least two cards when their vanguard is attacked by it, making it harder for the opponent to block efficiently and giving Mythiarq a strong edge in prolonged battles. Lastly, we have “Mythiarq, Rissumy”! When your grade 3 or greater Mythiarq vanguard is placed, Rissumy can either join the field or recycle itself back into the deck, supporting resource management. Its ability to power up your front row while sitting in the middle back row makes it an essential piece during high-pressure turns, especially during a Persona Ride turn!

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Other Cards

Stoicheia’s fertile lands have brought forth a bountiful harvest of generics and reprints! Leading our set of reprints, we have “Aspiring Maiden, Alana”, “Serene Maiden, Lena”, and “Frenzied Heiress”! These crucial effect triggers are essential for many decks, so be sure to pick them up if you haven’t yet!

Stoicheia’s fertile lands have brought forth a bountiful harvest of generics and reprints! Leading our set of reprints, we have “Aspiring Maiden, Alana”, “Serene Maiden, Lena”, and “Frenzied Heiress”! These crucial effect triggers are essential for many decks, so be sure to pick them up if you haven’t yet!


First up is a staple generic! When “Amicable Maiden, Alvina” is placed from hand onto the field outside the battle phase, retrieve either an order or call a grade 1 or less card from your drop zone for just Energy-Blast 3! As an added bonus, if you have four or more units on the field including itself, Alvina gains +2000 Power!

First up is a staple generic! When “Amicable Maiden, Alvina” is placed from hand onto the field outside the battle phase, retrieve either an order or call a grade 1 or less card from your drop zone for just Energy-Blast 3! As an added bonus, if you have four or more units on the field including itself, Alvina gains +2000 Power!


Here are a few more generics to bolster your lineup!

If your vanguard’s grade is lower than your opponent’s or your damage zone holds four or more cards, “Verdure Protector, Stigald” gains both power and defense, even during your opponent’s turn! Next is “Shaky Peanut”! When discarded from the deck during your turn, it can be sent to the Soul! If you know Dragon Empire’s “Stealth Dragon, Togachirashi”, then you’ll be thankful that Stoicheia finally has their own counterpart for gaining resources in the soul with the many cards which helps to discard from the deck in this nation! “Knight of Quietude, Clive” is quite flexible! If you’ve played two or more orders this turn, Clive can call itself back from drop at the start of your battle phase! Lastly, “Rafting Fairy” shines when multiple rearguards are called. If three or more rearguards were placed by abilities this turn, it powers up significantly, becoming a strong booster or attacker, much like a budget “Conceited Noble, Philander”! This makes it a perfect fit for decks that focus on mass calling, including but not limited to, Plant Token decks!

Here are a few more generics to bolster your lineup!

If your vanguard’s grade is lower than your opponent’s or your damage zone holds four or more cards, “Verdure Protector, Stigald” gains both power and defense, even during your opponent’s turn! Next is “Shaky Peanut”! When discarded from the deck during your turn, it can be sent to the Soul! If you know Dragon Empire’s “Stealth Dragon, Togachirashi”, then you’ll be thankful that Stoicheia finally has their own counterpart for gaining resources in the soul with the many cards which helps to discard from the deck in this nation! “Knight of Quietude, Clive” is quite flexible! If you’ve played two or more orders this turn, Clive can call itself back from drop at the start of your battle phase! Lastly, “Rafting Fairy” shines when multiple rearguards are called. If three or more rearguards were placed by abilities this turn, it powers up significantly, becoming a strong booster or attacker, much like a budget “Conceited Noble, Philander”! This makes it a perfect fit for decks that focus on mass calling, including but not limited to, Plant Token decks!

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Conclusion

With this exciting overview of new decks and support for existing ride lines, “Cardfight!! Vanguard Booster Set 03: Dimensional Transcendence” showcases the many ways the Energy mechanic can be implemented! The set also brought along a re-collaboration with BanG Dream! Don’t miss out on this fantastic set—grab yours while supplies last!

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