Coming to you this June is the long awaited D Booster Set 05: Triumphant Return of the Brave Heroes! This set reintroduces the iconic trio of units from the original Booster Set 05: Awakening of Twin Blades in a new style fit for the Standard format! We’ll also be having a look at new ride lines featuring characters hailing from the Cray Cross Epic! There’s a lot of new features to cover, so let’s dive right into it!
- Key Features
- Majesty Lord Blaster Ride Line
- Tamayura Ride Line
- Kheios Ride Line
- Eva Ride Line
- Thegrea Ride Line
- Rorowa Ride Line
- Support for Dragonic Overlord
- Support for Phantom Blaster Dragon
This booster set brings back the original three main vanguards from the original fifth booster set: Awakening of Twin Blades – “Dragonic Overlord the End”, “Majesty Lord Blaster” and “Phantom Blaster Overlord” make their long-awaited return to the Standard format in a special 10th RRR rarity!
These three cards are also printed in a unique 10th SP rarity that features them in their original artwork alongside their legendary partners: Toshiki Kai, Aichi Sendou and Ren Suzugamori!
“Dragonic Overlord the End” and “Phantom Blaster Overlord” also come in a unique full-art SEC rarity that show them in all their glory. There’s also a 10th SEC rarity that is dedicated for “Blaster Blade”, showing the renowned unit beside Aichi. All of these cards are extremely rare, so you’re exceptionally lucky if you can find a copy in your booster packs!
Aside from the return of those iconic cards, we’ll also be introducing new ride lines for all of the nations! These cards will feature a unique mechanic: Glitter! Functioning similarly to an archetype, certain units will gain additional effects when another unit with a specified name is your vanguard and has the Glitter keyword. Furthermore, these units with the Glitter keyword may be dual Nation cards; this means they can be included in decks featuring either nation, giving rise to more options in deck building!
This set also introduces Heal triggers with abilities, an alternative to the vanilla Heal triggers that most people run! While their base Shield value is lower than that compared to their vanilla counterparts (10000 Shield instead of 15000 Shield), they have the potential to be more effective in specific situations!
When these guardians are placed, if your opponent’s attacking unit has attacked two or more times this turn, these units get an additional +15000 Shield! Against decks that are able to Stand their units multiple times (such as Dragonic Overlord or Bruce), these Heal triggers provide much more defense compared to their vanilla counterparts! Including one or two copies of them in your deck to deal with certain matchups could make all the difference!
Stealth Fiend, Amaviera, Incorruptible Holy Light, Eufha, Lady Healer of the Creaking World, Invigorate Sage and Zypsophila Fairy, Asher
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Majesty Lord Blaster Ride Line
Sample Deck List:
|Majesty Lord Blaster||3||4 (1 in ride deck)|
|Blaster Blade||2||4 (1 in ride deck)|
|Little Sage, Marron||1||1 (1 in ride deck)|
|Wingal Brave||0||1 (1 in ride deck)|
|Bravery to Stand Against, Will to Pierce Through (Normal Order)||3||4|
|Knight of Loyalty, Bedivere||2||4|
|Knight of Friendship, Kay||1||4|
|Aegismare Dragon (Perfect Guard)||1||4|
|Knight of Heavenly Hammer, Gurgant (Critical)||0||4|
|Blade Feather Dragon (Critical)||0||4|
|Protection Magic, Prorobi (Draw)||0||3|
|Healer of Heavenly Staff, Arshes (Heal)||0||4|
|Light Dragon Deity of Honors, Amartionoa (Over Trigger)||0||1|
An iconic starting vanguard of the past, “Wingal Brave” returns to the front lines of Keter Sanctuary once more! Its loyalty and courage are unparalleled amongst many other High Beasts.
Always a reliable ally of the Royal Paladins, “Little Sage, Marron” remains as knowledgeable as ever in battle! When it is rode upon by a grade 2 “Blaster”, you can add a grade 2 “Blaster” card from the top seven cards of your deck into your hand! If you did not reveal a card, you can call “Wingal Brave” from your soul to the field! This great ability improves the deck’s consistency; you are able to filter through your deck quickly to obtain either Blaster Blade or Blaster Dark and reach the full potential of Majesty Lord Blaster as soon as possible. Of course, in situations that you do miss Marron’s effect, you can still gain some board presence as Wingal Brave returns to the board as a rear-guard.
Other than this, Marron gets +2000 Power as a rear-guard if you have three or more units, so it can be a nice booster to hit optimal numbers for your offensive columns!
The exalted knight of old returns to the fray! “Blaster Blade” finally makes his debut in the Standard format! When this vanguard enters the field, you can pay the cost to retire one of your opponent’s rear-guards. If no units were retired, you get to draw a card instead! It also has a similar effect when called as a rear-guard; you can retire one of your opponent’s grade 2 or greater rear-guards.
These abilities are a nice callback to the original Blaster Blade effect and cements its place as a crucial field removal tool for the deck! Of course, Blaster Blade also plays a huge role in the Majesty Lord Blaster ride line, as we will see later!
“Blaster Dark” holds equal importance to Blaster Blade in this deck!
When it enters the field, you can pay the cost to retire one of your opponent’s rear-guards and give this unit an additional drive! As a rear-guard, Blaster Dark also gets +5000 Power if you retired a rear-guard this turn. Blaster Dark’s ability to accrue advantage through increased drive checks and spot removal are highly prized in the deck!
You can have either Blaster Blade or Blaster Dark in your ride deck as they each offer different upsides as your grade 2 ride. Both cards are crucial pieces for the Majesty Lord Blaster deck to function though, so you should play 4 copies of each!
The knight that unites light and darkness returns to restore order to Cray! “Majesty Lord Blaster” makes its debut in the Standard format, combining the powers of Blaster Blade and Blaster Dark to become a new hope.
Firstly, Majesty Lord Blaster retains its iconic CONT ability: if you have a “Blaster Blade” and a “Blaster Dark” in your soul, this vanguard gets +2000 Power and a bonus Critical! This buff allows your vanguard attack to be more threatening. This power bump is active even during your opponent’s turn, meaning that your opponent will have to commit more cards and resources to deal damage to you; they will need to find ways for their rear-guard columns to achieve optimal Power if they want to maximize the efficiency of their attacks.
Furthermore, when Majesty Lord Blaster attacks, you can perform all of the following effects to get even more benefits! You can put a “Blaster Blade” rear-guard into your soul to retire one of your opponent’s rear-guards; you could also put your “Blaster Dark” rear-guard into soul to give this vanguard an additional drive! Other than the obvious benefits of spot removal and increased card advantage, this effect allows you to set up your soul with Blaster Blade and Blaster Dark instantly to activate Majesty Lord Blaster’s first effect!
This new iteration of Majesty Lord Blaster pays homage to its predecessor; it’s definitely a fun deck that you can try out if you want to relive this iconic unit’s glory days!
Key allies of the Royal Paladin front also return to the Standard format! Both “Knight of Loyalty, Bedivere” and “Knight of Friendship, Kay” are household names that are inextricably linked to one another!
When Bedivere enters the field from hand, if you have a grade 3 or greater vanguard, you can pay the cost to call Kay from your deck to a rear-guard circle in the same column as this rear-guard!
Returning the favor, Kay gets +5000 Power during the battle that it boosts Bedivere. Bedivere helps to increase your board presence with a key ally, and Kay helps to form optimal attacking numbers with Bedivere! It’s a simple synergy, but together they comprise a formidable 23000 Power attacking column!
“Knight of Spright, Freeda” is another useful consistency tool! When Freeda enters the field during your main phase while you have a “Blaster” vanguard, you can pay the cost to call a grade 2 or less “Blaster” unit from the top five cards of your deck to the field!
Like Marron, Freeda helps to filter through your deck for your essential grade 2 Blaster units to secure your game plan for Majesty Lord Blaster! Of course, it’s also worth noting that Freeda can be relied on for an aggressive early game strategy by filling up your front row out with your grade 2 units to start applying pressure on your opponent!
“Glintbreath Dragon” is a versatile option that provides both offensive and defensive benefits for Majesty Lord Blaster! If your soul has two or more different grade 2 “Blaster” cards, this unit gets +2000 Power and +5000 Shield! Glintbreath Dragon can be relied on both as a booster and a defensive piece quite consistently, given that getting two unique grade 2 Blaster units in your soul is basically this deck’s gameplan.
A key Normal Order for this deck is “Bravery to Stand Against, Will to Pierce Through”. By spending 1 Counter-Blast while you have a “Blaster” vanguard, you can add a grade 2 “Blaster” card from your deck into your hand!
This key order helps you to immediately find a Blaster card that you’ll need to enable Majesty Lord Blaster’s effects! Although it can only be used from turn 3 onwards, the consistency it brings to the deck is integral to the deck’s success! You should already have either Blaster Blade or Blaster Dark in your soul from riding naturally, so with this card you can finish your setup immediately!
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Tamayura Ride Line
Sample Deck List:
|Deepening Night, Tamayura||3||4 (1 in ride deck)|
|Festival of Burning, Tamayura||2||1 (1 in ride deck)|
|In the Calm Sunlight, Tamayura||1||1 (1 in ride deck)|
|Nine-tailed Fox Spirit, Tamayura||0||1 (1 in ride deck)|
|Excavation Dragon, Bariodigneel||3||4|
|Twin Direful Dolls, Ririmi||2||4|
|Twin Direful Dolls, Rarami||2||4|
|Fleeting Shine That Lights Life||2||3|
|Stealth Fiend, Forktail||1||4|
|Twin Strike of Dust Storm, Orlando||1||4|
|Twin Buckler Dragon (Perfect Guard)||1||4|
|Burning Flail Dragon (Critical)||0||4|
|Blaze Maiden, Parama (Front)||0||4|
|Flare Veil Dragon (Draw)||0||3|
|White Light Dragon, Parasolace (Heal)||0||4|
|Dragon Deity King of Resurgence, Dragveda (Over Trigger)||0||1|
“Nine-tailed Fox Spirit, Tamayura” is one of the noble figures hailing from Dragon Empire. She is well-versed in the secret Fox Arts, and can wield her umbrella expertly in battle.
“In the Calm Sunlight, Tamayura” is the grade 1 ride for the deck. When this vanguard rides from “Nine-tailed Fox Spirit, Tamayura”, you can add a “Ririmi”, “Rarami” or a Fox Art card from the top seven cards of your deck into your hand!
This simple effect allows you to gain card advantage and accumulate key pieces for future turns. Ririmi and Rarami have important offensive roles in the deck, while the Fox Art “Fleeting Shine that Lights Life” provides the defense needed for the deck to thrive.
On your grade 2 turn, you can go into “Festival of Burning, Tamayura”! When this vanguard is placed by riding from its grade 1 variant, you can put a “Ririmi” or “Rarami” card in your drop into your hand!
You are able to regain your card advantage and put a key offensive piece back into your hand! You can discard one of the Twin Direful Dolls (that you obtained from the grade 1 Tamayura’s effect) to ride this card from your ride deck, then immediately return the discarded card back into your hand!
“Deepening Night, Tamayura” is the epitome of the fox spirit’s potential! At the beginning of your ride phase, Tamayura grants +5000 Power to all of your front row units! Combine this with a Persona Ride to buff your attacking columns significantly! This effect acts as a mini Persona Ride: the +5000 Power buff will still be given to other front row units that enter your field during your turn!
Of course, Tamayura’s offensive prowess is shown through her second effect! When this vanguard attacks, you can Counter-Blast 1 to perform one of the following effects. You can either call one card from your soul to the field, or call a “Rarami” and “Ririmi” card from your soul to the field! This powerful effect adds the multiattack aspect to the deck, and it even gives you options in how this multiattack can be executed! While you’ll usually be calling out Rarami and Ririmi to maximize the number of attacks committed during your turn, you could alternatively call an offensive piece like Bariodigneel to refuel soul after it attacks, or cards like Forktail or Tsumugi to set up your soul for next turn’s offense!
Joining the regal fox spirit in battle are the renowned Twin Direful Dolls. Both of these cards work in tandem with Tamayura to unleash a barrage of attacks on your opponent.
Let’s look at the first of the pair, Ririmi. When this rear-guard enters the field while her twin Rarami is on the field, you can Soul-Blast 2 to put one of your opponent’s rear-guards into soul! It’s a simple field control effect, but it will definitely come in handy whenever there’s a pesky rear-guard on your opponent’s field! This ability triggers when Tamayura’s effect calls her and Rarami onto the field, so you can generate even more attacks and wreak havoc on your opponent’s board!
When Rarami enters the field while you have Ririmi on the board, you can Soul-Blast 2 to draw a card! This allows you to draw through your deck and increase your card advantage! As mentioned above, by using Tamayura to call Rarami during your battle phase alongside Ririmi, you can launch even more attacks and amass more cards for the long game.
Both Ririmi and Rarami’s Glitter effect allows them to move back into soul when they are retired from the guardian circle! You could Intercept with them to block an attack, move them into your soul, then, reuse them on offense on your next turn!
A key support for the Tamayura deck is “Stealth Fiend, Forktail”. When this rear-guard enters the field, you can put a normal unit that has “Stealth” in its card name or the Glitter effect from the top seven cards of your deck into your soul!
Essentially, Forktail allows you to accumulate more soul to pay the cost for your other card abilities while also being able to add key pieces into your soul for Tamayura’s offense to go off! You could add one of the Twin Direful Dolls from this card effect to your soul to fully prep your offense, or add a copy of Forktail or Tsumugi to soul to be used for their effects that can refine your soul quality!
Other than this, Forktail can be especially useful in Premium in both Murakumo and Nubatama clans, since they have a wide variety of cards that have the “Stealth” name! A key use of this card is in the Hanzo deck; it can be used to put a “Evil Stealth Dragon Tasogare, Hanzo” from your deck into your soul so that it can be called out to the field when your “Hanzo” vanguard attacks! Forktail thus helps to increase your offensive potential when you ride up to a Hanzo card on your turn 3!
Another useful support for the deck is “Motive Stealth Rogue, Tsumugi”. When it enters the field, you can Soul-Blast 1 to put a normal unit that has “Stealth” in its card name or the Glitter effect from your drop into your soul!
While this effect doesn’t help to accumulate more soul for your other card abilities, it can help ensure you are well prepared by putting returning cards like the Twin Direful Dolls into your soul.
Tamayura decks should also find space for the powerful Blitz Order “Fleeting Shine That Lights Life”. If you have a “Tamayura” vanguard, you can Soul-Blast 2 to reduce your opponent’s front row units’ Power by 10000 for the rest of the turn!
This Fox Art helps to significantly weaken your opponent’s offense! It acts like a defensive trigger revealed during your damage check, allowing you to use less cards from your hand to guard against your opponent’s attacks! Furthermore, this ability is worded so that new units entering your opponent’s field during their battle phase following the activation of this card will still suffer from the debuff!
“Excavative Dragon, Bariodigneel” is a great ally for the offensive front of the deck! After this rear-guard attacks, you can put it into your soul to give one of your rear-guards +5000 Power for the turn!
Bariodigneel fulfills a few purposes in the Tamayura deck! It removes itself from your board to help replenish soul to pay for your other card abilities, and could become a nice rear-guard to call to the field from Tamayura’s effect! Other than this, this dino buffs one of your other allies to hit for higher numbers!
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Kheios Ride Line
Sample Deck List:
With great charisma and charm, “One With Profound Mercy, Kheios” graces the streets of the Dark States. His mild looks seem to belie something far more sinister…
“Calm in the Streets, Kheios” is the grade 1 ride for this deck. When it is rode upon by its grade 2 variant, you can reveal the top two cards of your deck, put all normal units into your soul and put the rest at the bottom of your deck.
This simple effect allows you to accumulate cards in soul easily, hopefully with two unique normal units that build towards Kheios’s game plan! There’s also the potential for you to call one of these normal units to the field if the grade 2 Kheios can Soul-Charge a normal unit.
When “Quagmire of Solace, Kheios” is rode upon by his grade 3 variant, you can Soul-Charge 1, and If you Soul-Charged a trigger unit, you can draw a card. If you Soul-Charge a normal unit instead, you can call a card from your soul to the field!
In either outcome, you can be sure to gain card advantage when this effect goes off. You could also call to the field key supporters that can help accumulate more cards in your soul for future turns!
“Approaching Fangs, Kheios” slithers into battle, ready to strike when your opponent least expects it! This card’s main focus is to accumulate as many unique cards in soul as possible to unleash a brutal offense on your opponent!
You can Counter-Blast 1 and discard a card from your hand to look at the top three cards of your deck and add one card from among them into your hand, call a unit from among them to the field, and put the rest into soul. Kheios essentially allows you to gain card advantage through selective card draw and increased board presence, while also accumulating more cards in soul to achieve its goal! (Many Baromagnes support cards can be used with Kheios.)
When Kheios attacks, if your soul has eight unique cards, you can buff one of your rear-guards with 10000 Power! If you have thirteen unique cards instead, you can give this +10000 Power to all rear-guards instead! By hitting the first threshold, you could buff a key attacker that can fully maximize the buff (like Mikani). However, if you are able to reach the full extent of this ability, your board will be significantly strengthened and be quite difficult to deal with! Overall, the payoff for this card’s focus is quite strong while still being relatively achievable. This Highlander-esque variation of Dark States is definitely a unique direction to enjoy the clan!
With an icy gaze, “Cold-hearted Executor, Mikani” provides added firepower for Kheios. When this rear-guard enters the field, you can Counter-Blast 1 and Soul-Blast 1 to retire one of your opponent’s rear-guards with the same grade as the card Soul-Blast for this cost. It’s a very simple effect that helps in removing pesky foes on your opponent’s board. With a variety of cards in your soul, you should most certainly have a card with the ideal grade to retire any enemy rear-guard.
Mikani’s Glitter effect is what makes it really shine in the Kheios deck! When your Kheios vanguard attacks while you have eight or more unique cards in your soul, you can Stand this rear-guard. If you do, Mikani is moved into soul at the end of your turn! This allows you to gain free additional attacks just by following the game plan of Kheios: accumulation of unique cards in soul. You’re able to swing with Mikani first before your vanguard attack, where Mikani can then benefit from Kheios’ buff!
“Amazing Frost” is a crucial support for the Kheios deck! When it enters the field, you can Soul-Blast 1 to draw a card and put a card from hand into soul, and if you have eight or more unique cards in soul, it gains +5000 Power for the turn. If you have ten or more unique cards in soul, Amazing Frost gains +10000 Power instead!
This rear-guard doesn’t increase the number of cards in your soul, but it helps to make sure you can achieve the total number of cards with different names in soul! You could Soul-Blast a duplicate card in your soul to add another unique card from hand into soul, and even to put certain key pieces into soul (like Flaming Pony) to help accumulate even more soul. Amazing Frost also helps to draw through your deck to look for more support pieces, and can become a useful attacker on its own!
Another useful ally for the deck is “Steam Maiden, Barni“. When this rear-guard enters the field from hand while you have eight or more unique cards in your soul, you can pay the cost to call a grade 1 or less card in your soul to the field. If you have ten or more unique cards in your soul, you can call a grade 4 or less card instead!
Barni can be used to increase your board presence quite quickly, and even to reuse support cards in your soul! Whether you’re calling other cards that can accumulate even more soul or putting a copy of Mikani onto the field for offensive pressure, you can be sure that Barni will be able to support your gameplan at any point in the game.
“Flaming Pony” is a great card that accumulates soul quickly for Kheios! If this card is in your soul, you can bind it to Soul-Charge 2! This ability is simple, but it can make all the difference!
Next, let’s also look at a few Baromagnes support cards that can be useful for Kheios. “Crimson Igspeller”, “Selfish Engraver” and “Brainwash Swirler” are just some notable examples of generic Dark States support that can synergise well with Kheios!
Firstly, Crimson Igspeller is able to Soul-Charge 1 when it attacks a vanguard, so it can be put to work as an attacker early! If you have duplicates of it in your soul, It can also be used to Soul-Charge 1 and buff your vanguard with an additional +10000 Power!
Secondly, we can look at Selfish Engraver to provide utility for the deck! It provides on-hit pressure as you get to Soul-Charge 1 if its attack hits, and after it attacks while you have ten or more cards in soul, you can put it to soul to Counter-Charge 1! On turns when you haven’t reached the 13 unique soul requirement, you can use this ability to continue accumulating soul and regain precious resources!
Finally, Brainwash Swirler can be used as a huge offensive piece in the deck. When it enters the field, you can Soul-Charge 1 to increase your soul count further! If your opponent’s vanguard is grade 3 or greater, it also gets +5000 Power whenever you Soul-Charge a card that turn! Brainwash Swirler can reliably become a massive attacker with all the other cards that can Soul-Charge in your deck; it helps by being a threat on board alongside Mikani.
These are just a few examples of Baromagnes support cards that can be played in Kheios, so do give them a try out in this deck!
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Eva Ride Line
Sample Deck List:
|Fountain of Knowledge, Eva||3||4 (1 in ride deck)|
|Research in Progress, Eva||2||1 (1 in ride deck)|
|An Afternoon Nap Regardless of Place, Eva||1||1 (1 in ride deck)|
|One Who Craves Knowledge, Eva||0||1 (1 in ride deck)|
|Knight of Blackness, Obscudeid||3||4|
|Aiding Monster, Tectien||2||4|
|Experiment Successful! (Set Order)||2||4|
|Detonation Mutant, Bobalmine||1||4|
|Obliging Monster, Secondel||1||3|
|Violate Dragon (Perfect Guard)||1||4|
|Cardinal Draco, Barbizonde (Critical)||0||4|
|Patrol Robo, Dekarcop (Critical)||0||4|
|Ameliorate Connector (Draw)||0||3|
|Cardinal Prima, Nabilem (Heal)||0||4|
|Star Dragon Deity of Infinitude, Eldobreath (Over Trigger)||0||1|
Researching the Fire Regalis is the brilliant mind of the “One Who Craves Knowledge, Eva”. Nothing stands between her and her insatiable desire for knowledge and information! She works alongside the knight Obscudeid in the icy deserts of Brandt Gate.
“An Afternoon Nap Regardless of Place, Eva” and “Research in Progress, Eva” are important grade 1 and grade 2 rides for the deck. Both of them share similar abilities; when they are placed by riding from their former variants, you can add a Research card from your deck to your hand! By guaranteeing two Research orders that are added to your hand by turn 3, you’re able to set up for Eva and Obscudeid’s full potential!
Blossoming in her understanding of Cray, “Fountain of Knowledge, Eva” uses her advanced technology and intellect to gain an edge on the battlefield and better the world around her! By paying the cost, you can look at cards from the top of your deck equal to the number of Research cards in your Order Zone, put one card from among them into your hand and put the rest to the bottom of your deck, and give Eva +5000 Power! The ability to selectively draw cards from the top cards of your deck is essential for obtaining additional Research cards, or to look for copies of Obscudeid. The effectiveness of this ability becomes more pronounced as the game continues; you’ll be able to search up to the top four cards of your deck every turn for a card if you find all your Research Order cards! The grade 1 and grade 2 Evas already help to search for 2 copies of it, so you’re guaranteed to be able to look at least 2 cards on your first grade 3 turn!
When Eva attacks, you can pay the cost to call an Obscudeid from your hand or deck to the field! Being able to gain additional attacks is not a unique ability, but Obscudeid is a powerful ally that greatly elevates the offense of this deck!
Protecting Eva from harm is the “Knight of Blackness, Obscudeid“. When this rear-guard attacks while you have a Set Order in your Order Zone, it gets +5000 Power. If you have three or more Set Orders, Obscudeid gets +10000 Power instead! this simple effect allows Obscudeid to hit optimal numbers on his own!
There’s also Obscudeid’s Glitter effect to take into account. When he enters the field by a card’s ability (i.e. from Eva’s superior call), if you have three or more Research cards in your Order Zone, it gets an additional Critical! Alongside its inherent Power gain, Obscudeid becomes a dangerous foe for your opponent to contend with as the game progresses!
Obscudeid also gets “Intercept” and +10000 Shield from his Glitter effect! This sets Obscudeid apart from other non-trigger units in the Standard format when it comes to defensive potential. As a grade 3 unit with no natural shield value, this boost is all the more welcome!
A support card that is tailored to the Eva deck is “Pantarhei Dragon”.
Pantarhei Dragon helps to cycle through your deck for more key pieces and becomes a useful attacker alongside an 8000 Power booster! Its discard effect puts it a cut above the rest, as it can activate cards like “Aiding Monster, Tectien” and “Fighting Dragon, Goldog Dragon” to further your card advantage/board presence.
The Research Set Order “Experiment Successful!” is a key component to the deck. When this card is put into your Order Zone, you can draw a card and discard a card from your hand. Then, if you have three or more Research cards in your Order Zone, you can Soul-Blast 1 to bind one of your opponent’s rear-guards!
You have to play 4 copies in your deck, as you will need it to reap the full benefits of Eva and Obscudeid’s abilities! If you’re able to get at least three copies of this card in your Order Zone, you’ll also gain access to a field removal tool that is superior to just retiring rear-guards!
“Aiding Monster, Tectien” helps to dig for Order cards in your deck! When this card is discarded from your hand during your turn, you can add up to one Set Order from the top five cards of your deck into your hand!
This helps in consistently getting out your key Set Orders from your deck easily, and its effect can be utilized when you discard to ride from your ride deck or for your other card effects!
An option to consider is “Obliging Monster, Secondel”. By calling this rear-guard, you can put a non-trigger unit from your drop to the bottom of your deck. If you put a grade 3 or greater card, you can Soul-Blast 3 to draw a card!
The main use of this effect is to return copies of Obscudeid from your drop back to deck, so that it can be superior called to the field by Eva again! Of course, you can use this to return any other support cards in your drop zone back to deck to be reused later. The extra card draw is neat as well, but you will have to manage using it alongside other card effects that demand soul usage.
Some players may also consider using “Eclipsed Moonlight” from D Booster Set 02 in the Eva deck! While this card’s effects as a World order isn’t important in the Eva deck, the ability to call a Shadow Army token to your field when this Order is put into your Order Zone for 1 Counter-Blast could be useful in an aggressive playstyle for the deck! It helps that you have cards like Tectien to potentially filter this card out from your deck.
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Thegrea Ride Line
Sample Deck List:
|One Who Walks the Path of Light, Thegrea||3||4 (1 in ride deck)|
|Harsh Training, Thegrea||2||1 (1 in ride deck)|
|Beneath the Brilliant Light, Thegrea||1||1 (1 in ride deck)|
|Knight of Integrity, Thegrea||0||1 (1 in ride deck)|
|One Who Blooms in the Dark, Thegrea||3||4|
|Heavenly Bow of Edifying Guidance, Refuerzos||3||3|
|Atrocious? Moth Girl, Maple||2||4|
|Knight of Protective Spear, Arthon||2||4|
|Aegismare Dragon (Perfect Guard)||1||4|
|Knight of Heavenly Hammer, Gurgant (Critical)||0||4|
|Blade Feather Dragon (Critical)||0||4|
|Bard of Heavenly Song, Alpaca (Front)||0||3|
|Healer of Heavenly Staff, Arshes (Heal)||0||4|
|Light Dragon Deity of Honors, Amartionoa (Over Trigger)||0||1|
Care for soldiers is the motto of “Knight of Integrity, Thegrea”. She wields her sword into battle to defend her allies at any cost. With assistance from the Stoicheia native Maple, they both protect Keter Sanctuary from otherworldly harm.
“Beneath the Brilliant Light, Thegrea” is a great grade 1 ride for the deck. When rode upon by “Harsh Training, Thegrea”, you can reveal the top card of your deck. If it’s a grade 2 or less unit card, you may call it to the field as Rest! This effect can be useful in increasing your board presence, but it also gives you knowledge of the top card of your deck that you can manipulate to your advantage; if it’s a trigger unit, you can simply leave the card on top of your deck to reveal during your drive check instead of calling it to the field!
Your grade 2 ride for the Thegrea deck is “Harsh Training, Thegrea“. When this vanguard is rode upon by a grade 3 with “Thegrea” in its card name, you can add a “Thegrea” or a “Maple” card from the top five cards of your deck into your hand! Essentially, you’re increasing your card advantage with one of two key pieces that are key to Thegrea’s focus of performing a pseudo-Persona Ride every turn!
When Thegrea levels up, she gains the ability to alternate between light and the darkness. She wields this power to her advantage, drawing admiration from her allies and instilling fear in her foes. As such, grade 3 Thegrea comes in two forms: “One Who Walks the Path of Light, Thegrea” and “One Who Blooms in the Dark, Thegrea“. Both cards have this crucial ability: the normal ride from hand of a “Thegrea” unit with a different card name from this unit on this unit is also considered a Persona Ride! As such, you’ll essentially have more copies of Thegrea in your main deck to activate Persona Ride and buff up your front row!
Let’s first take a look at “Light” Thegrea. By paying Counter-Blast 1, you can call a card from the top five cards of your deck to the field. If you have her “Dark” alternate form in your soul, you can call two cards instead! This ability allows you to build a board easily without needing to commit much from hand, and also compresses your deck to triggers more easily during your trigger checks!
Furthermore, after this vanguard attacks, if it was placed this turn by riding from “Dark” Thegrea, you can discard a card from your hand to Stand one of your rear-guards, so you can attack with key offensive pieces like “Knight of Protective Spear, Arthon” again!
“Dark” Thegrea is not one to be trifled with, either. Instead of mustering allies for an offensive, Dark Thegrea gathers power unto herself. By retiring two of your grade 2 or less rear-guards, you can choose one of your opponent’s rear-guards and retire it. If Light Thegrea is in your soul, you can retire one of your opponent’s rear-guards in the same column as the chosen unit instead.
After it attacks, if it was placed this turn by riding from “Light” Thegrea, you can Counter-Blast 1 and discard a card from your hand to Stand this vanguard and give it -1 drive! You’re able to once again attack your opponent with your powerful vanguard; stack your trigger effects all onto this unit for maximum pressure!
It is recommended to put Light Thegrea in your ride deck as you can use it to build your field up in the early game! “Dark” Thegrea’s restand effect can only be brought to bear from turn 4 onwards as well, so it would be the perfect pivot for you to go on the attack!
“Atrocious? Moth Girl, Maple” is a staple support for the Thegrea deck! When your grade 3 or greater vanguard is placed during your ride phase, if you do not have a “Maple” card on the field, you can call this card in your drop to the field for no cost! With how easy it is to ride every turn in Thegrea, you can be sure that Maple’s effect can be reused every turn!
The purpose of Maple in the deck is made clear by her Glitter effect. After this rear-guard attacks, you can Soul-Blast 1 or more cards to put a card with the same grade as the sum of the grades Soul-Blast for this card effect’s cost from your soul into your hand! Then, Maple is moved to soul!
The main use of this ability is to recycle the alternate versions of Thegrea every turn so that you can achieve the pseudo-Persona Ride effect and enable Thegrea’s other card abilities. However, it can also be used to grab other key pieces from soul into hand with ease. For example, “Drilling Angel” can be used to put an Over Trigger that you previously guarded with from drop into soul. Then, you can use Maple to Soul-Blast the grade 0 variant of Thegrea to grab that Over Trigger to hand for defensive use!
Another key piece in the Thegrea build is “Knight of Protective Spear, Arthon“. If this rear-guard is in your front row, all of your rear-guards with different card names from this unit cannot be chosen by your opponent’s card effects! This protects your all your rear-guards from enemy spot removal; they’ll be forced to attack Arthon first before being able to deal with your other allies. Outside of the Thegrea deck, this effect is also valued in decks like Altmile in the Premium format to protect your board of grade 2 units, as Altmile is able to call this card to the field on-demand.
Arthon’s second ability is more pertinent to Thegrea! When it attacks, if Persona Ride is active this turn, it gets a free +5000 Power for the turn! Arthon can reach 25000 Power by itself on the first attack, and can go up to 30000 Power by itself when “Light” Thegrea restands it for a second attack!
An option to consider is “Lifesaving Angel, Digriel“. When your other unit in the same column as this unit is Stand by a card effect, you can return this rear-guard in the back row to your hand. This effect comes in handy to regain some card advantage after discarding a card for either Thegrea’s Stand effect in preparation for your opponent’s turn.
“Drilling Angel” makes its resurgence in the Thegrea deck! When it enters the field, you can put a unit card in your drop into your soul to look at the top three cards of your deck, and call a card with the same name as the card put to soul for this cost to the field!
In Thegrea, Drilling Angel’s use is to put key cards in your drop back into soul so that they can be grabbed from soul by Maple’s effect. As mentioned above, you can grab a used Over Trigger in your drop with this card and put it into hand via Maple to block an incoming attack on your opponent’s turn. Whether you need to reuse a card for offense or defense, you can rely on the Drilling Angel/Maple combo to secure those cards in hand.
Once considered an option in Bastion builds, “Heavenly Bow of Edifying Guidance, Refuerzos” may see a resurgence in play in Thegrea builds! Firstly, this rear-guard gains “Boost” if you Persona Rode during your turn. In a deck that can Persona Ride quite consistently, you can be sure that Refuerzos can become an effective booster for your offensive columns!
Furthermore, when your other unit is Stand by a card effect, you can Stand this back row rear-guard as well! You can use this ability whenever you activate either of Thegrea’s restanding abilities, so it’s quite a reliable piece in your offense! In a deck that starts to show its true potential from turn 4 onwards, Refuerzos helps to enhance the attacking strength of your columns quite well for little cost!
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Rorowa Ride Line
Sample Deck List:
|For One’s Precious Thing, Rorowa||3||4 (1 in ride deck)|
|The World 3000 Years Later, Rorowa||2||1 (1 in ride deck)|
|Awakening from Slumber, Rorowa||1||1 (1 in ride deck)|
|Bioroid Youth, Rorowa||0||1 (1 in ride deck)|
|Inlet Pulse Dragon||3||4|
|Dragritter Girl of Flame Blossoms, Radylina||2||4|
|Tear Knight, Fleche||2||2|
|Tearful Malice (Normal Order)||2||3|
|Stepping Calyx, Salvia||1||3|
|Spiritual Body Condensation (Normal Order)||1||3|
|Planar Prevent Dragon (Perfect Guard)||1||4|
|Abyss Temptation (Critical)||0||4|
|Aspiring Maiden, Alana (Critical)||0||4|
|Frenzied Heiress (Front)||0||3|
|Elegy Pixy (Heal)||0||4|
|Source Dragon Deity of Blessings, Blessfavor (Over Trigger)||0||1|
“Bioroid Youth, Rorowa” is a hero that has finally awakened after 3000 years of sleep! He desires to help out anyone that he meets, and wants to understand how much Cray has changed in the time that he lay dormant.
“Awakening from Slumber, Rorowa” depicts our fine hero suddenly finding himself in the forests of Stoicheia! When this vanguard is placed by riding over its grade 0 variant, you can call a Plant token to your back row center rear-guard circle!
Plant tokens originally made their debut in the V Premium format through the clan Neo Nectar, and it seems like Rorowa has brought this unique mechanic into the future of Cray. Like their V Premium counterparts, they are grade 0 and have 5000 Power, 1 Critical and “Boost”.
Plant tokens serve a variety of roles in the deck. They can be used to increase your board presence quickly so that you can rush your opponent down in the early game. With a variety of cards that can generate Plant tokens for low cost, you won’t have to commit as many cards from hand to set up your offense! Then, as you transition to the midgame, they can be sacrificed for your card abilities that require you to retire your own rear-guards!
With this effect, you’re able to form an optimal attacking column with your vanguard, forcing at least a 10000 Shield from your opponent if they want to guard!
“The World 3000 Years Later, Rorowa” shows our young hero’s amazement at how much Cray has evolved over 3 millennia. When it is placed as a vanguard, you can retire one of your rear-guards to call two Plant tokens to the field!
Essentially, you could replace the Plant token that was in the same column as your vanguard with two more Plant tokens that can be placed anywhere. You’re increasing your board presence and getting more flexibility in how you want to structure your offensive columns!
With newfound admiration and love for Cray, “For One’s Precious Thing, Rorowa” is ready to defend the lands with all his might! Firstly, you can Soul-Blast 1 to call three Plant tokens to the field. It’s a simple effect that increases your board presence. At this juncture in the game, Plant tokens are more valuable in being used as fodder for Momokke’s ability, but they can also be useful in the board to buff up “Tear Knight, Fleche”!
Other than this, when Rorowa is attacked, you can retire one or more of your token units to give this vanguard an additional +5000 Power for each unit retired for this cost for that battle! It’s a neat defensive ability that can block one of your opponent’s attacks while conserving your hand for next turn’s offense! Wielding the power of flora, the Rorowa ride line offers both offensive and defensive versatility in usage of your tokens.
The enthusiastic “Dragritter Girl of Flame Blossoms, Radylina” is the foil to Rorowa’s calm demeanor, yet both of them work well together in battle!
By paying Counter-Blast 1, Radylina calls upon her dragon friend Momokke if Momokke is not already on the board. Momokke itself is a token unit, so you’ll be able to call another powerful attacker onto the field that doesn’t take up deck space!
By retiring one or more of your rear-guards, Momokke gains an additional +5000 Power for each rear-guard retired for this cost, becoming a huge attacker on its own! You can sacrifice your Plant tokens that are generated by your other cards (like Rorowa, Prodpollen Rafilous, and Salvia) to buff up Momokke so that you don’t have to retire your other rear-guards.
Radylina’s Glitter effect allows you to Soul-Blast 1 to give Radylina Power equal to the Power of a token unit in the same column as her if Rorowa is your vanguard when Radylina attacks.
Furthermore, Momokke’s Glitter effect allows it to attack from the back row if Radylina is in the same column as it! With proper positioning of your units, you’ll be able to achieve four attacks during your turn, two of which are incredibly high-powered! Both Radylina and Momokke work together as buddies to accomplish great things for their friend Rorowa!
A key unit for the deck is “Prodpollen Rafilous“! When it enters the field, you can Counter-Blast 1 to call up to two Plant tokens to the field! Like Rorowa, this card serves its purpose by increasing your board presence to push your offensive game. This card can be quite effective at any point in the game; it can be used on your grade 2 turn to put out a lot of aggression, or it can be used on your subsequent grade 3 turns to provide fodder for Momokke’s ability.
Like Prodpollen Rafilous, “Stepping Calyx, Salvia” also helps to increase your board presence with Plant tokens. When she enters the field while you have a grade 3 or greater vanguard, you can call a Plant token to the field. Salvia’s effectiveness is only seen from turn 3 onwards, so she generally is used to generate a free unit that can be retired for Momokke.
Another useful attacker in the Rorowa deck is “Tear Knight, Fleche“. When this rear-guard attacks a grade 3 or greater vanguard, it gets +5000 Power for each token unit on your field! With how easy it is to generate a board of Plant tokens on your field, you’re able to ensure that this ally hits high numbers alongside your vanguard, Radylina and Momokke!
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Support for Dragonic Overlord
Return to the glorious days when “Dragonic Overlord the End” reigned supreme over Cray! During your turn, if you have a “Dragonic Overlord” in your soul, this vanguard’s drive cannot decrease from card effects and gets +5000 Power! Essentially, the End’s attacks will become even more dangerous due to its higher attacking Power and greater potential to reveal triggers during drive checks! Of course, this effect only becomes active from turn 4 onwards since you’ll need to ride “Dragonic Overlord” during your first grade 3 turn.
The End’s second ability is one that is very reminiscent of its original effect. After it attacks, you can Counter-Blast 1 and discard two cards from your hand to Stand it for a second attack! Furthermore, if the End’s first ability is active, you’ll be able to perform at least four drive checks during your turn for maximum pressure!
With Dragonic Overlord, players would have to attack one of their opponent’s rear-guards first in order to confirm the re-stand since Dragonic Overlord’s attack will always hit a rear-guard. If your opponent is able to leave their front row empty, your offense suffers greatly as your opponent could simply use a Perfect Guard Sentinel to protect themselves.
Now, no matter what your opponent does, the End will always be able to Stand and attack again regardless of your opponent’s tactics!
A key ally of “Dragonic Overlord the End” returns to the fray! “Burning Horn Dragon” provides much needed consistency and offensive Power to the deck. When it enters the field, you can Counter-Blast 1 to add an “Overlord” card from the top seven cards of your deck into your hand. If you did not reveal a card, you Counter-Charge 1.
This allows you to filter through your deck in order to find “the End” quickly, ensuring that your offense is ready for action once you go into your fourth turn. However, should you fail the top seven search, Burning Horn refunds its cost so that you can still use other card abilities.
Burning Horn’s second ability adds more offensive firepower to the Overlord deck. When your “Overlord” vanguard attacks, Burning Horn gains an additional +5000 Power! When combined with the restanding effects of both Dragonic Overlord variants, Burning Horn will be able to gain +10000 Power to become a threatening attacker! In a deck that heavily focuses on buffing up vanguard attacks (with cards like “Dragon Knight, Nehalem” and “Blaze Fist Monk, Enten“), Burning Horn Dragon is one of the few allies that can buff itself up to be a sizable threat alongside your vanguard.
An intriguing option for the deck is “Perforate Burner Dragon“. When it is discarded from your hand during your battle phase, it goes into your soul and gives one of your units +5000 Power!
In short, Perforate Burner is a solid upgrade over the former “Stealth Dragon, Togachirashi“. Togachirashi offers more flexibility as a discard fodder, as it can be discarded for riding from ride deck or when paying the cost for the Dragonic Overlords’ restand effects before moving into soul. However, Perforate Burner offers more offensive capabilities that are more valued in the Overlord build. It replenishes soul like Togachirashi, but it also buffs one of your attackers to hit even higher numbers! Of course, the only limitation of this card is that it can only be discarded during your battle phase, but that will not be a problem given how frequently you’ll be using your Dragonic Overlord effects. If you’re looking to push your attacking columns to even higher numbers, Perforate Burner is the way to go.
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Support for Phantom Blaster Dragon
The corrupted dragon wields its forbidden power to unleash despair across Cray! “Phantom Blaster Overlord” returns to the Standard format to wreak havoc on its foes! Firstly, this vanguard gains an additional Critical if you have a “Phantom Blaster Dragon” in your soul, allowing your vanguard attack to have even more pressure!
Furthermore, when Phantom Blaster Overlord attacks, you can retire two of your rear-guards to call a “Blaster Dark” from your soul or drop to the field! Then, if your opponent is grade 3 or greater, Phantom Blaster Overlord and Blaster Dark gain +10000 Power! This effect incorporates much needed multiattack into the Phantom Blaster Dragon deck; the deck was previously limited to three attacks, unless you used cards like “Reverse Coil Knight, Nuadha“. This ability allows you to launch a powerful offensive without much commitment! The option to call a Blaster Dark either from soul or drop also allows you to reuse your Blaster Dark from your ride deck multiple times throughout the game!
On top of all this, this vanguard synergizes with many of the cards that support Phantom Blaster Dragon. For example, you could retire “Witch of Pandering, Brunner” for Phantom Blaster Overlord’s skill to maintain your board presence (since Brunner counts herself as two rear-guards when retired for your card’s cost.) Therefore, you can easily slot this card into your current Phantom Blaster Dragon deck and still perform well!
The infamous “Skull Witch, Nemain” makes her return to the Standard format! This rear-guard has only 5000 base Power, but the reason why Nemain has such a low base Power is because of her second ability. When she enters the field, if your vanguard’s clan is only <<Shadow Paladin>>, you can Counter-Blast 1 and put a card from your hand into your soul to draw two cards! This ability allows you to gain card advantage easily, and is also extremely useful in setting up your soul! You could use this ability to put a Phantom Blaster Dragon into your soul, instantly activating Phantom Blaster Overlord’s first ability as soon as your third turn! You could swap out Phantom Blaster Dragon in your ride deck for Phantom Blaster Overlord and run more Phantom Blaster Dragon copies in your main deck instead. You can set up your offense as early as turn 3 for maximum lethality!
Nemain does gains +5000 Power during your turn if you have a “Blaster” vanguard, allowing it to be a decent attacker with a good booster behind it!
On the other hand, this version of Nemain is also extremely useful in Premium. For Luard decks, you can use her V Premium counterpart to search this variant of Nemain from your deck and put a grade 3 card in your hand into soul. Going first, this ability helps to fully activate “Dragdriver, Luard” so that all of your front row grade 1 rear-guards have an extra Critical, putting on extra pressure on your opponent to guard!
Should you be using Phantom Blaster Overlord as your main ride target, you won’t have access to Phantom Blaster Dragon’s retire effects. Therefore, you could rely on “Prohibited Sight Witch, Erunmes” instead for field removal! When this rear-guard is retired by the effect of your “Blaster” vanguard, you can Soul-Blast 2 to retire one of your opponent’s rear-guards.
While this effect only allows you to retire one of your opponent’s allies instead of Phantom Blaster Dragon’s two, you get to choose what to retire!
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With a slew of new Ride Lines and support for the Five Great Nations, there’s much to learn and explore in the Standard format! These cards breathe new life into the different nations, introducing new mechanics and play styles to enjoy your favorite decks! Don’t miss out on this booster set that is on sale now!
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