CARDFIGHT!! VANGUARD has been evolving over the past 10 years to bring you the most exciting way to enjoy the exhilarating game of Vanguard! With the advent of the new Standard format, new players and returning veterans alike can enjoy the game from a fresh perspective! Once again, thank you for your commitment and dedication to this game! We hope that you will continue to play and enjoy Vanguard, in whatever capacity possible.
Now, let’s take a look at the latest two sets: V Clan Collection: Vol.1 and Vol.2! Purposed for the V Premium format, there are new cards that either reinforce older archetypes or even create a new way to enjoy the clan! With these cards are also reprints of important cards for each clan! Finally, these sets also introduce the highly anticipated Heal Guardians, a revolutionary new tool that many decks would definitely appreciate!
- Heal Guardians
- Grade 3 Searchers
- Royal Paladin
- Oracle Think Tank
- Genesis
- Angel Feather
- Shadow Paladin
- Gold Paladin
- Kagero
- Murakumo
- Narukami
- Nubatama
- Tachikaze
- Dimension Police
- Nova Grappler
- Link Joker
- Spike Brothers
- Pale Moon
- Dark Irregulars
- Gear Chronicle
- Bermuda Triangle
- Aqua Force
- Granblue
- Megacolony
- Great Nature
- Neo Nectar
- Conclusion
Heal Guardians
Heal Guardians are the latest addition to the V Premium and Premium formats, providing great defensive value and generating precious resources should conditions be met! These cards help players to slow down many fast decks, so that their decks have a chance to shine during their fight!
When these Heal Guardians are called to the guardian circle, if you have not ridden a grade 3 or greater unit that game, you can either give your vanguard +10 000 Power for the rest of the turn, or give one of the opponent’s units Critical -2 for that battle!
Other than this, should you have no cards in their damage zone, you can call these cards from hand to put the top card of your deck into your damage zone!
Heal Guardians provide some much-needed utility to every deck! Firstly, their defensive value is unprecedented, allowing you to give your vanguard Power during the opponent’s turn to weather their attacks! They can also shut down powerful attackers with high Critical, like Black Observe, Hamiel or Dragonic Overlord “The X” with Force 2!
Secondly, they help to deal with a damage denial strategy from the opponent (where the opponent deliberately does not attack your vanguard in order to not give you any Counter-Blast), allowing you to utilise abilities with Counter-Blast costs and preventing your game plan from stalling!
Some of these Heal Guardians hold even more importance in some decks! Super Dimensional Robo, Dailiner can further increase the Shield value of the clan’s Heal Guardian. Chronojet Dragon and Chronofang Tiger can discard these Heal guardians to pay for their pseudo-Stride abilities! Finally, King of Masks, Dantarian can call these cards from soul as guardians!
Heal Guardians are going to provide a huge defensive boost to many decks in the format, and you should definitely not miss out on this golden opportunity!
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Grade 3 Searchers
One of the more important reprints of the set are the generic grade 3 searchers for each clan! When they enter the field from hand, you can look at the top five cards of their deck and add a grade 3 from among them to hand! This helpful ability is extremely important for many decks in the format, improving consistency to obtain the ideal grade 3 ride.
Other than this, all grade 3 searchers have an ability that allows them to gain +5000 Power for the turn should a specific condition be met. In the case of Laurel Knight, Sicilus (see image on left), it gains that power boost if you have no face up cards in your damage zone. This ability allows these grade 1s to be helpful attackers or boosters!
Some of these grade 3 searchers play an even important role if they are also part of a specific archetype. Examples of these include Masquerade Bunny (who is part of the new Bunny archetype), Tommy the Ghostie Brothers (which belongs to the Ghostie archetype) and Blue Wave Soldier Senior, Beragios (hailing from the Blue Wave archetype).
Others may also be important in activating abilities for some of their cards. For example, Divine Sword, Ame-no-Murakumo can help Oracle Think Tank players to reveal cards from their deck, and can activate Goddess of the Sun, Amaterasu to give a unit +10 000 Power and an extra Critical! Another good example of this is Steam Breath Dragon, which can be used to activate abilities that require cards to be discarded! (like Steam Maiden, Ribbul, Steam Scara, Gigi or Chronotooth Tigar.)
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One of the most iconic units of Royal Paladin, Seeker, Thing Saver Dragon enters the fray with a blinding flash! By riding this unit, you may Counter-Blast 1 to call a Blaster Blade Seeker from your deck to the field! That unit gains +10 000 Power for each of your Force markers as well!
This ability is reminiscent of its Legion association with Blaster Blade Seeker, allowing you to increase your board presence with a powerful attacker that also buffs your vanguard attack!
Thing Saver Dragon’s second ability is also very reminiscent of its original Legion effect. After it attacks, if you did not ride that turn, you can Soul-Blast 3 to return four cards in your drop to your deck and ride a Thing Saver Dragon from your deck as Stand!
Not only does this ability help to return key pieces and triggers to the deck, it also generates two additional attacks with Thing Saver Dragon and Blaster Blade Seeker, and creates another Force marker! It’s absolutely essential that you use cards that help you play the long game so that you can use Thing Saver Dragon’s ability!
If Thing Saver Dragon returns, so must its Legion Mate, Blaster Blade Seeker! When it enters the field, you can discard a card from your hand to retire one of your opponent’s front row rear-guards! Then, your vanguard with a grade equal to or less than the grade of your opponent’s vanguard has its original Critical becomes 2!
This ability is an effective field removal option, but it also increases the output of your vanguard’s attack, forcing your opponent to guard early.
After this unit attacks, if you did not ride that turn, you can put this card on the bottom of your deck to draw a card! Even though this ability will only become active on your second grade 3 turn with Thing Saver Dragon, it is still very helpful for you to regain hand advantage and cycle through your deck for more key pieces!
Knight of Warhammer, Augustus is a great card that pairs well with Thing Saver Dragon and Solitary Knight, Gancelot! When it boosts a unit with Blaster Blade in its card name, you can Counter-Blast 1 and discard a card from hand to give that boosted unit a helpful +5000 Power buff and an additional drive!
This first ability is extremely powerful with Gancelot, which turns all your front row circles with Blaster Blade into vanguard circles. This means that your Blaster Blade’s vanguard abilities can be activated, and it can perform drive checks as well!
Augustus’ second ability is more pertinent with Thing Saver Dragon, as it can be Stand once more after your vanguard attacked. On a re-ride turn, Augustus becomes a helpful booster for both of your Thing Saver Dragon attacks!
Knight of Exemplary Sword, Lucius is a great card that works well with Thing Saver Dragon. When your grade 3 vanguard is placed, you can put this rear-guard to soul to draw a card and call a card from hand to the field!
This simple ability not only allows you to fuel soul for Thing Saver Dragon’s powerful re-ride ability, it also cycles your deck and refills your board with an attacker of your choice! By activating this ability during the battle phase when you use Thing Saver Dragon’s re-ride ability, you can potentially gain two additional attackers! (Thing Saver Dragon calls Blaster Blade Seeker, Lucius calls another rear-guard.)
A key card for many Royal Paladin decks is Knight of Going Alone, Harald. When your grade 2 unit is placed other than from hand during your turn, you can put this rear-guard to soul to give that unit a powerful +15 000 Power bonus!
Harald is an amazing card for decks like Altmile, which relies on grade 2s to create their offense! Grade 2 units called by Aerial Divine Knight, Altmile or Absolute Blade Knight, Livarot can be strengthened by Harald! Furthermore, this card helps to replenish soul for Altmile, which uses this resource quite frequently!
Harald can also be considered with Thing Saver Dragon as it can replenish soul for Thing Saver Dragon’s re-ride ability and buff a called Blaster Blade Seeker further!
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Royal Miko of the Moon Bow, Tsukumiori is a great addition for many Oracle Think Tank decks. Firstly, this card is considered as a trigger unit instead of a normal unit in the trigger zone, so it will synergise with cards that activate abilities when triggers are revealed during drive checks! Examples of such cards include Goddess of the Full Moon, Tsukuyomi and Battle Sister, Cassata.
Furthermore, when Tsukumiori is revealed during the player’s drive check, it can give your vanguard a helpful +10 000 Power! You can also Counter-Blast 1 to give it an additional Critical! Tsukumiori will thus give great offensive benefits whenever it is revealed during a drive check!
This card is definitely meant to be played in conjunction with Oracle Think Tank’s Tsukuyomi build, but it can also be a great addition to other decks in the clan!
Another new card that proves helpful for the Tsukuyomi build is Miko of the Round Moon, Fuyou. When it enters the field, you can Counter-Blast 1 to draw a card and put a normal unit in their drop on the top of their deck! If your opponent’s vanguard is grade 3 or greater, you may put that card in soul instead!
Fuyou serves a wide range of purposes for the Tsukuyomi deck, allowing you to cycle through your deck and retain hand advantage. Furthermore, Fuyou could be instrumental in putting Tsukumiori to the top of the deck to be revealed as a trigger during drive checks! It could also be used to put important Tsukuyomi cards to soul to further enhance Goddess of the Full Moon, Tsukuyomi’s ability.
Miko of the Mirror Moon, Sae is one of the most important cards to support the Tsukuyomi build. When it is ridden, you can ride “Goddess of the Crescent Moon, Tsukuyomi” from their deck as Stand! This ability is extremely helpful in fixing the ride chain for the deck, allowing you to comfortably progress to riding Goddess of the Full Moon, Tsukuyomi.
Sae’s second ability is equally crucial. Should your opponent’s vanguard be grade 3 or greater, you can put one of your other grade 2 or less rear-guards to soul. Then, you look at the top two cards of your deck, and can decide to leave them on top or send them to the bottom of their deck. Not only does this ability allow you to potentially stack triggers on the top of your deck (even Tsukumiori as well!), it also helps to put more Tsukuyomi cards into soul to enable the full potential of Goddess of the Full Moon, Tsukuyomi.
An extremely important staple to many Oracle Think Tank decks is Tetra Magus. By calling this rear-guard while your vanguard is grade 3 or greater, you can Counter-Blast 1 to draw a card and put a revealed Critical trigger from hand on top of the deck!
In general, Tetra Magus is extremely powerful because it allows you to instantly pressure the opponent. Now that the opponent knows that a Critical trigger is going to be drive checked, they will have to commit more resources to guarding!
Specifically to Tsukuyomi, Tetra Magus helps to add another trigger unit to the top of their deck to be drive checked, increasing the chances of revealing triggers to use Tsukuyomi’s ability to buff the front row!
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Goddess of Good Luck, Fortuna introduces a new way to enjoy Genesis: deck manipulation! Its first ability allows you to Counter-Blast 1 and Soul-Blast any number of cards to look at the same number of cards from the top of your deck as the same number of cards Soul-Blasted, and put them on top of the deck in any order. This powerful ability encourages players to accumulate more cards in soul in order to Soul-Blast them all at once and manipulate the deck! You can essentially stack triggers on top of your deck to add more firepower to their attacks!
For Fortuna to be effective, it requires a good amount of soul. Thankfully, its second ability helps to generate the required soul. When Fortuna attacks, you can Soul-Charge a card for each of your rear-guards!
Finally, Fortuna’s last ability allows you to generate a Force marker when a trigger is revealed during your damage check, strengthening your board offensively during your turn! With all the top deck manipulation, this ability can be reliably activated as players are more inclined to put triggers on the top of their deck!
A great addition to Genesis is Witch of Ravens, Chamomile. At the start of the battle phase, if you Soul-Blast three or more cards that turn, you may call this card from soul to the field! Simply put, you can add another attacker to the field for close to no cost! This can be especially helpful if you are unable to commit as many cards from hand to the field.
Chamomile is also able to gain power when it attacks, allowing it to be a formidable attacker! It does need to be retired at the end of battle, but this empty slot allows for more rear-guards to be called during the battle phase(For example, from Mythic Beast, Fenrir‘s ability) for additional attacks!
Despite how cute the card art looks, do not underestimate the power of Witch of Oranges, Valencia. When it is put to the drop from soul during the main phase, you can bind this unit to put a card in drop to soul and another card in drop to the bottom of the deck!
This ability can be very helpful in returning more triggers to the deck so that Fortuna can manipulate the deck again and replenishing the soul for other abilities!
Furthermore, after the battle that Valencia boosted, you may put this card and another card in the same column to soul to draw a card! This allows you to regain some hand advantage while replenishing cards in soul! This also allows you to set up Valencia’s first ability on the following turn!
You can look to Spiritualist Sorcerer, Croute to accumulate more soul. When it enters the field, you Soul-Charge 1 for each of your units!
Any Genesis deck that relies on the number of cards in soul should definitely run this card, as it essentially is a free Soul-Charge 6 should their board be full. Such decks include Fortuna and Himiko, which rely heavily on soul for their offensive plays.
Genesis players have long awaited Venus Witch, Reppler to make its debut! When it is called, you may put a card in the drop to soul. Not only does this help to increase soul for other abilities, it can also be used to put key cards into soul for later use!
Of course, Reppler’s second ability is the main draw of the card! When this rear-guard attacks, if your opponent’s vanguard is grade 3 or greater, you may Counter-Blast 1 to give this unit the Power and Critical that another unit had gotten from trigger effects that turn!
With such a powerful ability, it is clear that Reppler works best with Himiko and Fortuna! Himiko is able to put a Critical or Draw trigger from soul to the bottom of the deck and activate its trigger effect for each grade of the opponent’s vanguard! With Reppler, you can more consistently put Critical triggers into the soul for Himiko to use! It also allows Reppler to gain all the Power and Critical that Himiko would gain from its ability, such that it becomes an extremely threatening rear-guard!
On the other hand, Fortuna can more reliably reveal Critical triggers from the deck due to its deck manipulation ability, allowing Reppler to take advantage of this to attack with high Power and Critical!
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One of the more iconic units of Angel Feather has once again descended upon the battlefield! Prophecy Celestial, Ramiel brings about a new way to play Angel Feather. When this vanguard attacks, you can Soul-Blast 1 and Counter-Charge 1. You then Stand all rear-guards with the same card name as a face up card in your damage zone! For every two units Stand by this effect, you draw a card, and all of your rear-guards gain +5000 Power!
This powerful ability redefines the playstyle of Celestials: by having copies of your rear-guards in your damage zone, you can launch a powerful offense! You’re able to power up your board, regain card advantage and extend your attacks!
If your damage zone has four or more cards at the beginning of your ride phase, you can put the top card of your deck into your damage zone, and put a card in your damage zone into your hand! This card also goes into soul if it is a rear-guard!
This ability allows you to obtain one of your key pieces in your damage zone to initiate your offense, and it may also serve to increase your soul count for other powerful abilities!
A great supporter for the Celestial build is Candle Celestial, Sariel! When it enters the field, you can Counter-Blast 1 and Soul-Blast 1 to put a normal unit from your deck into your damage zone! You then heal a card in your damage zone!
You can use Sariel to put any key pieces into your damage zone, before obtaining them with cards like Black Aculeus, Japhkiel and Black Shiver, Gavrail!
Other than this, Sariel gains Boost if your damage zone has one or less face down cards! This allows it to further strengthen your attacking columns! If you can put an additional copy of Sariel in your damage zone, you can use Ramiel’s first ability to re-stand this booster again to further bolster your offense!
Spine Celestial, Jophiel is an extremely powerful card for the Celestial deck, but it also works for Gavrail! When this unit is rode upon, you can swap a card in your damage zone with a unit card in hand! This helpful ability allows you to potentially add your key pieces in the damage zone into your hand to set up for more offensive plays!
However, the strength of Jophiel lies in its second ability. By calling this rear-guard from hand, you can Counter-Blast 1 and bind this unit to put the top card of your deck into your damage zone. At the end of your turn, you can put this card into your drop to add a card in your damage zone to your hand!
Jophiel helps to increase the number of cards in your damage zone during your turn, which allows you to capitalise with cards that need a lot of Counter-Blast! (Black Observe, Hamiel needs 3 Counter-Blast for its sentinel restrict ability.) It also can put your damage count to be higher than your opponent, preventing them from activating a revealed Heal trigger on their damage check!
One of the most important cards for Angel Feather, Black Aculeus, Japhkiel makes its return! When it enters the field, you can Counter-Blast 1 to give this unit a helpful +3000 Power buff. Then, you return a card from your damage zone to your hand, and deal your vanguard one damage!
Not only does this ability help you to obtain key pieces in your damage zone, it also potentially could reveal triggers in your damage checks that further increase your attacking pressure!
Overall, the benefits that Japhkiel brings to the table are too good to pass up, and you should not miss this opportunity to get it!
Scaling Angel is another great card for most Angel Feather decks! Firstly, it allows you to discard a card from your hand to draw a card when it is ridden, so that you can cycle your deck further! This could also be used in a Malkuth-melekh deck to set up your drop with your key pieces!
Should you call Scaling Angel to the field while having a normal unit in drop, you can put a face up grade 2 or less card in your damage zone into your soul to put a normal unit in your drop in your damage zone!
This powerful ability helps to refill your soul for other abilities and also sets up your damage zone with key pieces that you could obtain or call to the field with other abilities! (Gavrail, Japhkiel and Hamiel are great examples of this.)
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One of the most fearsome cards ever printed is finally back! Revenger, Raging Form Dragon is here to unleash a volley of powerful vanguard attacks! By riding this card while you have four or more cards in your damage zone, you can Counter-Blast 1 to call a grade 2 or less Revenger card from your deck! This ability allows you to extend your attacks, but it is also very important in refilling your field with Revenger rear-guards for Raging Form Dragon’s second ability!
After it attacks, you can retire three Revenger rear-guards to ride a grade 3 Revenger card in your hand as Stand! This powerful ability allows you to attack your opponent once more with your high-powered vanguard without losing any drives!
Furthermore, Raging Form Dragon’s first ability could potentially allow you to use this ability twice! If you have a full field of Revenger rear-guards, you could use Raging Form Dragon’s re-ride ability once, ride into another Raging Form Dragon and call another Revenger rear-guard, before using its re-ride ability a final time!
With the multiple vanguard attacks, it’s important that you stack your Force markers onto your vanguard circle to allow your vanguard to swing with high Power!
Raging Form Dragon could be used alongside Illusionary Revenger, Mordred Phantom; you could ride into Mordred Phantom after Raging Form Dragon attacked with two front row Blaster Dark rear-guards, before attacking with Mordred Phantom to re-stand your Blaster Darks once more!
Dark Cloak Revenger, Tartu provides great benefits for Raging Form Dragon! When it enters the field from hand, you can Soul-Blast 1 to call a grade 1 Revenger card to the field! At the end of that turn, that unit is retired!
Tartu helps to increase your board presence with Revenger units, and this will be particularly important for Raging Form Dragon, which needs to retire 3 Revenger rear-guards in order to re-ride!
An important card that supports Raging Form Dragon well is Dark Armor Revenger, Rinnal. When its attack or the attack it boosted hits a vanguard, you can add a Revenger card from the top three cards of your deck to your hand!
This allows you to have some on-hit pressure whenever Rinnal attacks or boosts, which allows you to gain card advantage and filter your deck further for Revenger cards!
Rinnal can also force your opponent to retire one of their rear-guards with 1 Soul-Blast when this rear-guard is retired by your card ability! This field removal option is made accessible by cards like Raging Form Dragon and Tartu that retire your rear-guards for their abilities!
Dragwizard, Liafall is an important card in many Shadow Paladin decks! When it enters the field, you can Counter-Blast 1 to call any grade 1 card from your deck to an open rear-guard circle!
Essentially, you can use Liafall to search out ANY grade 1 from your deck on your grade 2 turn to add more to your offense and set up for further turns! You could call Skull Witch, Nemain, another powerful card that searches out 5000 Power cards; you can call Black Sage, Charon to regenerate resources; you could also call Abyssal Owl to increase card advantage! Liafall’s potential lies in the grade 1 cards that you call with it!
Blaster Dark also returns in this special set! When it enters the field, you can Counter-Blast 1 to force your opponent to retire one of their rear-guards. This makes Blaster Dark an effective field removal tool for Shadow Paladin.
If your opponent has no rear-guards, you can discard a card to give this vanguard an additional drive for the turn! As such, Blaster Dark will be able to attack with great pressure, while regenerating your hand size! To allow this ability to be active, you can rely on its first ability to clear the opponent’s board.
This version of Blaster Dark also has a final ability that allows it to be a Royal Paladin card! This will be relatively important if you’re playing Majesty Lord Blaster or Messianic Lord Blaster in Royal Paladin. As we know, Majesty Lord Blaster relies on the power of Blaster Blade and Blaster Dark to become stronger. On the other hand, Messianic Lord Blaster relies on the collective strength of your different Blasters to launch an uber-powerful attack! As such, Blaster Dark will be an essential tool to elevate the power of both decks!
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One of Olivier Gaillard’s main vanguards has finally returned: Bluish Flame Liberator, Prominence Core! This card is a great boss unit that works well with Gaillard’s main units Bluish Flame Liberator, Percival and Oath Liberator, Aglovale! By paying Counter-Blast 1 and retiring one of your rear-guards, you can call up to two unit cards from the top four cards of your deck! However, you can call up to four instead if you have Percival in your soul!
With Prominence Core, you can easily rebuild your board with more powerful units! This ability also ties in with its second ability.
When your rear-guard is called, Prominence Core and that unit gain +3000 Power! Furthermore, if the called rear-guard is Aglovale and your opponent’s vanguard is grade 3 or greater, this vanguard’s original Critical becomes 2!
This ability essentially allows you to raise the offensive Power of both Prominence Core and your called rear-guards! To do this, you have Prominence Core’s first ability that helps to increase this unit’s Power easily, alongside the many Gold Paladin cards that can superior call rear-guards. Furthermore, calling Aglovale to the field (perhaps with Percival’s help) serves to further strengthen Prominence Core’s attack! Your opponent will have to face down your hard-hitting vanguard and many high-powered rear-guards!
Another great Liberator to enter the fold is Liberator of Royalty, Phallon! This rear-guard gains an additional +5000 Power if you called a rear-guard from your deck during your turn! With many cards that allow you to call cards from your deck, (for example, Prominence Core and Percival) you can easily ensure that Phallon is a strong attacker!
Phallon’s second ability allows you to call a unit card from the top card of your deck to the field when its attack hits a vanguard! Thus, Phallon has the potential to extend your attacks and increase your offensive prowess!
Fast Chase Liberator, Josephus makes its return to the V Series! When this card is rode upon, you can look at the top card of your deck and call it if it is a unit card!
This allows you to increase your aggression even on turn 2! Furthermore, it is not mandatory for you to call the card that you looked, so you can also use Josephus to know your top card of the deck and potentially leave a trigger there.
You can also pair this with Oath Liberator, Aglovale to call up to two rear-guards on your grade 2 turn, to put your opponent in a pinch!
If you would call Josephus from your deck, you can Soul-Blast 1 to Counter-Charge 1. You can Soul-Blast 1 again to draw a card! This allows you to regenerate key resources and increase your hand advantage! Thankfully, you also have cards that can easily regenerate your soul to make Josephus’ ability more affordable to activate. (Aglovale is the key example of this.)
A great card to be reprinted is Knight of Strong Favors, Berengaria! When this rear-guard is called by a card’s ability, you can either Counter-Blast 1 to Soul-Charge 1, or Soul-Blast 1 to Counter-Charge 1!
This card gives you the flexibility to regenerate one of your key resources to further extend your plays! It’s definitely a much needed card if you find yourself running out of resources quite frequently when playing Gold Paladin.
Oath Liberator, Aglovale is an essential card in many Gold Paladin decks! When it is ridden, you can Counter-Blast 1 to call a card from the top three cards of your deck, and put the rest to the bottom of your deck in any order! This allows you to ramp up the pressure on your opponent, even on your second turn!
Of course, Aglovale’s second ability is what makes it extremely powerful. When this rear-guard attacks, you can put another rear-guard to soul to give this unit a strong +10 000 Power buff! Then, after it attacks, you can return this card to hand!
Aglovale provides four amazing benefits. Firstly, it increases your soul for other card abilities. Secondly, it also removes your rear-guards on the board to work around your opponent’s field control abilities.Thirdly, Aglovale becomes a powerful attacker on its own, so your opponent will have to guard more for its attack. Lastly, it bounces itself back to your hand for further use the next turn!
This card is a must-play with Prominence Core and Percival. By calling Aglovale, your Prominence Core’s original Critical is set to 2, allowing it to be an extremely powerful vanguard! (Especially with all the power gain from calling rear-guards.) On the other hand, Percival gives you free advantage on your board by generating an additional Accel circle and calling Aglovale from your deck or drop to the field!
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Seal Dragon, Blockade introduces a new way to enjoy Kagero, along with the other Seal Dragons. By paying 1 Counter-Blast, you can retire all of your opponent’s grade 2 rear-guards and give your front row units +10 000 Power for each unit retired! Should no units be retired, you gain a Force marker instead! This ability ties together the Seal Dragon playstyle well, and the player gains great benefits for low cost, regardless of whether or not the opponent has grade 2 rear-guards!
Other than this, the Critical of Blockade becomes 2 if your opponent has no grade two units on their vanguard circle or rear-guard circles! This effectively gives Blockade instantaneous pressure on the opponent, forcing more guard when this unit attacks!
To support the Seal Dragon playstyle, Seal Dragon, Corduroy is here to help! You can Counter-Blast 1 to retire one of the opponent’s rear-guards, and force the opponent to call up to one grade 2 unit from the top five cards of their deck to an open rear-guard circle! The called unit’s AUTO abilities do not activate!
If the opponent did not call, the player can Counter-Charge 1!
Overall, Corduroy provides great benefits for close to no cost! Not only does it have field removal, it also presents the opponent with a dilemma: either call a grade 2 unit from their deck to the field, or allow the player to replenish their resource.
Seal Dragon, Kersey is another great card for the Seal Dragon playstyle. When it enters the field, you may Soul-Blast 1 and discard a card from hand to retire one of the opponent’s rear-guards, and force the opponent to call a grade 2 unit from their hand! That unit’s AUTO abilities will not activate. Should the opponent refuse to call, they can draw two cards!
Similar to Corduroy, Kersey gives great benefits for close to no cost! It has field removal, but it also can potentially force more grade 2 rear-guards on the opponent’s field or allow you to gain hand advantage!
A card that most Kagero players consider running is Torridcannon Dragon. By paying 1 Counter-Blast and returning a normal unit in the drop to the bottom of the deck, you can retire one of the opponent’s grade 2 or less rear-guards! Should you have four or less cards in hand, you draw a card!
Simply put, Torridcannon Dragon has simple field removal abilities, while also returning key pieces back to deck to be reused again. It could also help you to regain hand advantage and cycle through their deck further!
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Stealth Fiend Chief, Nura Hyouga introduces a new playstyle for Murakumo! This card is the main boss of the Stealth Fiends, and it relies on superior calling Stealth Fiends from its drive checks to multi-attack!
By paying 1 Counter-Blast, you can call a Stealth Fiend card from the top five cards of your deck! If the opponent’s vanguard is grade 3 or greater, Nura Hyouga gains an additional drive for every two Stealth Fiend rear-guards in their different card names! This ability helps to increase the number of Stealth Fiends on the field and accumulate more drive checks to enable more powerful attacks!
Nura Hyouga’s second ability is able to create immense pressure if you were able to set up your board well! When a unit is revealed during drive checks, if it is a Stealth Fiend normal unit, it is called to the field and gains +10 000 Power! If not, that card is put to the drop.
This ability allows you to refill your board with high-powered Stealth Fiend rear-guards during the battle phase, increasing the number of attacks! To ensure that such an ability has a huge impact, you should definitely take advantage of the gained drives from Nura Hyouga’s first ability. You could also use more Draw triggers in order to maintain a hand, because Nura Hyouga’s ability prevents you from keeping triggers that you drive checked.
Supporting the Stealth Fiend lineup is Stealth Fiend, Fright Sickle! When this rear-guard attacks, it can gain +5000 Power for the battle! After it attacks, it returns to the bottom of the deck. If Fright Sickle was called by a card’s ability, you draw a card!
Fright Sickle serves as a helpful attacker, and also removes itself from the field for Nura Hyouga to call more powerful attackers through drive checks! Should you call Fright Sickle through card abilities, you are also able to retain hand advantage! Whether it is called during the main phase or the battle phase, Fright Sickle will still be an effective rear-guard that cycles the deck and opens up the board!
Stealth Fiend, Lady Silhouette also aids Nura Hyouga greatly! When it enters the field from hand, you may Counter-Blast 1 and reveal a grade 2 or less card from hand to call a card with the same card name as the revealed card from the deck! You will be able to increase board advantage and filter your deck further with this ability.
Should Lady Silhouette’s attack not hit, you can put this rear-guard to the bottom of their deck to put one of the opponent’s rear-guards to the bottom of their deck! As such, the Stealth Fiend deck has access to powerful field control tools that can be quite helpful in removing the opponent’s pesky rear-guards!
Stealth Fiend, One-eyed Nyudo is an important card for many Murakumo decks. If there is another unit with the same name as this unit on the vanguard circle or rear-guard circle, One-eyed Nyudo gains Boost and this helpful ability: At the end of the turn, if you have five or more units, you may put this card to soul to draw a card.
One-eyed Nyudo becomes a powerful boosting rear-guard for many Murakumo decks and regains your card advantage by drawing cards and increasing soul! There are also many cards that can inherit the name of One-eyed Nyudo or change One-eyed Nyudo’s card name, so it becomes a lot easier for you to activate One-eyed Nyudo’s effect! (Key examples include Stealth Beast, Metamorfox, Stealth Rogue of Noh Masks, Awazu and Samurai Chieftain, HYU-GA.)
Another key piece for many Murakumo decks is Fantasy Petal Storm, Shirayuki! Whenever it enters the field, you may Soul-Blast 2 to reduce the Power of three of the opponent’s front row units by 5000! Furthermore, if Shirayuki is on the vanguard circle or the guardian circle, those units get -10 000 Power instead!
The utility that Shirayuki provides for most Murakumo decks is extremely invaluable. Being able to weaken the opponent’s units both on offense and defense is something that is very hard to find in many decks, even outside of Murakumo.
Other than this, Shirayuki’s second ability allows you to add “Fantasy Petal Storm, Shirayuki” in the drop to your hand should this vanguard’s attack not hit. This will be more relevant in a deck revolving around Shirayuki, but you will be able to obtain another copy of Shirayuki (either this card or Six Flowers of Phantasms, Shirayuki) to use on defense against the opponent!
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Eradicator, Vowing Sword Dragon innovates a new way to play Narukami! When the opponent’s normal unit is bound other than from the deck during your turn, the opponent searches their deck for a copy of the bound card, and bind that card as well! Then, you can give one of your units a helpful +5000 Power! Should the opponent choose not to bind any card, the chosen unit gets +10 000 Power instead!
This ability serves as a way to further limit the opponent’s resources, while strengthening your board further! It also adds more cards to the bind zone, further enhancing attackers like Eradicator, Spark Rain Dragon!
Other than this, Vowing Sword Dragon’s second ability is reminiscent of its role as a Break Ride in the past! When it is rode upon, you can call this card to the field, and bind a card in the opponent’s drop for every two cards in your damage zone!
Vowing Sword Dragon’s on-ride binding effect is extremely significant against decks that rely on the drop. (The most prominent example is Granblue.) Should you ride a copy of Vowing Sword Dragon over itself, you can utilise both effects of Vowing Sword Dragon to bind cards in the drop and in the deck!
Narukami players will find that Eradicator, Spark Rain Dragon is a great addition to some of their decks! Firstly, this unit gains +1000 Power for each card in the opponent’s bind during your turn, strengthening this dragon to become a formidable attacker!
Then, after this rear-guard attacks, you may Counter-Blast 1 to bind all front row rear-guards in the same column as this unit, and move all back row rear-guards in the same column to the front row! Not only does Spark Rain Dragon help to remove pesky rear-guards on the opponent’s field, it also enables multi-attack shenanigans for the deck as you can move another attacker in the same column to the front row!
While this card can definitely be used with Eradicators, a better synergy exists with Dragonic Vanquisher. Should Dragonic Vanquisher’s first ability be active, your front row units will always have an additional 10 000 Power during your turn! Spark Rain Dragon can then utilise this Power spike to hit for high numbers, before removing itself and moving another attacker to hit for equally high numbers!
Eradicator, Demolition Dragon is an important addition to any Eradicator deck. After the battle that this unit attacked or boosted, if that attack hit, you draw a card and bind a card in the opponent’s drop! If this unit is on a rear-guard circle, it is moved to soul!
Overall, the on-hit pressure that this card provides is quite great in forcing more guard from the opponent. Furthermore, it removes key cards in the opponent’s drop, which could be helpful against decks that rely on the drop heavily! (such as Granblue.)
It also helps to activate powerful abilities that trigger when cards are bound, such as Vowing Sword Dragon’s ability! Finally, Demolition Dragon on a rear-guard circle helps to replenish soul for other abilities! With all this utility and synergy, it is no wonder that this card is a welcome addition to the Eradicator troop!
Fiendish Sword Eradicator, Chou-Ou is a great card for most Narukami decks! When Chou-Ou enters the field, you may Counter-Blast 1 to bind one of the opponent’s front row rear-guards in a column and move a back row rear-guard in that column to the front row rear-guard circle! This first ability allows you to remove the opponent’s key rear-guards and accumulate more cards in the opponent’s bind zone! Cho-Ou’s ability to shift the opponent’s back row rear-guards to the front row can also help to deal with otherwise untouchable boosting rear-guards.
On top of this, Cho-Ou’s second ability allows it to become a great attacker that can stand again after your vanguard attacks, should the opponent have no front row rear-guards! You will be able to unleash even more powerful attacks onto the opponent!
To further improve the consistency of the Eradicator deck, you can look to Isolation Eradicator, Nusku for support! When it enters the field, you may look at the top five cards of your deck and add a “Eradicator” card from among them to hand!
Simply put, Nusku helps you to further filter your deck for key Eradicators! Together with consistency-boosting cards like Eradicator, Spark Raze Dragon and Mighty Bolt Dragoon, you will find it relatively easy to obtain key cards from your deck to further your offensive strategy!
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Nubatama players will be pleased to see Sword Saint of Invincibility, Daihouzan bring a new playstyle to their clan! When this vanguard attacks the opponent’s vanguard, you may Counter-Blast 1 and Soul-Blast 1 to return one of the opponent’s rear-guards to their hand, and this unit gains +5000 Power and an additional drive! Should your opponent be grade 3 or greater and have one or less rear-guards, it gains another 10 000 Power and an extra Critical!
Overall, Daihouzan can consistently pressure the opponent with its attack! It’s important that you remove the opponent’s units from the board in order to capitalise on Daihouzan’s ability. (Other than your Houzan cards, you can also rely on Stealth Dragon, Antenbrand and Stealth Beast, Tamahagane to bounce enemy rear-guards to their hand.)
You can also pair Daihouzan’s powerful attack with Stealth Dragon, Togajuji to prevent your opponent from guarding with their sentinels in hand for this battle!
Daihouzan’s second ability is also quite effective in limiting the opponent’s offensive potential and defensive capabilities. When they call a rear-guard to the field, if they have four or more cards in hand, they have to discard a card from their hand! This helps as a deterrence against your opponent’s offensive strategy, as they will also have to consider what to do with their smaller hand on defense!
Sword Master of Successive Victory, Houzan is an amazing grade 2 support for Daihouzan! When this unit attacks the opponent’s vanguard, you can return one of your opponent’ rear-guards to hand! Furthermore, Houzan gains +10 000 Power if the opponent has a grade 2 or greater vanguard!
By further emptying the opponent’s board, you can fully maximise Daihouzan’s first ability to gain additional Power and pressure! Houzan is also an effective attacker on its own, hitting for at least 19 000 Power on its own.
Houzan’s second ability is what allows you to ramp up the pressure on your opponent immediately on turn 3! When it is ridden over by a grade 3, if your opponent has three or more rear-guards, your vanguard gains an additional Critical and drive for the turn! This ability forces your opponent to not overcommit their rear-guards onto the battlefield early, so you will have an easier time activating Daihouzan’s full potential given that their board will be relatively empty!
Another great card to pair with Daihouzan is Martial Artist of Laceration, Houzan! When you ride this card, you can add a grade 2 or greater Houzan card from the top seven cards of your deck, further improving the consistency of the deck to maintain a smooth ride progression to Daihouzan!
Even with such a great vanguard ability, Houzan is still a very effective rear-guard! After it attacks or boosts, you can return one of the opponent’s rear-guards to hand! This ability helps to empty the opponent’s board to allow Daihouzan’s full offensive potential to be unlocked!
Supporting Daihouzan is Stealth Dragon, Antenbrand. You can Rest this rear-guard to return one of your opponent’s rear-guards in the same column as this unit to their hand! If you returned their rear-guard, you Stand this unit and give it a helpful +5000 Power!
Antenbrand helps to remove more of the opponent’s rear-guards from the field so that you can maximise Daihouzan’s attack potential! It also serves as an effective attacker/ booster on its own!
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Ancient Dragon, Spinodriver makes its return in the V Series! When this vanguard attacks or is rode upon, you can Counter-Blast 1 and retire two rear-guards to generate an Accel circle, draw a card and call a card from your hand to the field! You can also buff two units with +5000 Power!
Overall, the utility that Spinodriver provides is unparalleled. Not only does it create more rear-guard circles for your attackers, it retains your hand advantage and also extends your attacks! Units that have card effects when retired by other units can also be activated by Spinodriver! (Key examples of this are Regiment Dragon, Regiodon and Darting Dragon, Blueprint.) The small power buff also helps your called units hit for higher Power! It’s also worth noting that this ability can be activated when it is ridden over, so Spinodriver will be an effective turn 3 vanguard that exponentially raises your offensive ceiling on turn 4 when you ride another card over it!
Other than this, when your drive check reveals a trigger unit, you put the top card of your deck face down as an equip gauge for this rear-guard! This allows it to still be a competent rear-guard, especially with cards that buff your units with equip gauge! (Like Light Battle Dragon, Gigannoblazer and Emperor Dragon, Gaia Emperor.)
Further aiding Spinodriver is Ancient Dragon, Dinocrowd. When this unit attacks, you can Soul-Blast 1 and retire one of your rear-guards to buff this unit upfront with 10 000 Power, and an additional +5000 Power for each of this unit’s equip gauge! This allows you to make use of a deadly attacker that hits for high Power! You can also use it to retire rear-guards to activate their on-retire abilities and increase your offensive potential!
Other than this, Dinocrowd also has the same ability as Spinodriver to gain an equip gauge if you revealed a trigger during your drive check! This ability is more pertinent as Dinocrowd will be able to make use of its equip gauge to further buff itself when it attacks!
Ancient Dragon, Iguanogorg is an amazing support for many Tachikaze decks! When this rear-guard is retired by a card ability, you can Counter-Blast 1 to call this card to an open rear-guard as Rest! Furthermore, this cost is reduced by 1 Counter-Blast if it had an equip gauge. Thus, Iguanogorg helps you to maintain your board presence even when it is retired for your card abilities!
As with the other revealed Ancient Dragons, Iguanogorg is able to put the top card of your deck face down as an equip gauge for itself when your drive check reveals a trigger! This ability may allow Iguanogorg to stick on your field for an extended period of time, as you can potentially check triggers to add equip gauge to this unit such that you can reuse its first ability once more!
Regiment Dragon, Regiodon and Darting Dragon, Bluesprint are important attack extenders for many Tachikaze decks! Their first ability allows you to put the top card of your deck face down as an equip gauge for one of your rear-guards when they attack, so it synergises well with the many cards in Tachikaze that make use of the equip gauge.
However, both their second abilities are what allows you to launch a stampede of attacks on your opponent! When these rear-guards are retired by a card ability, you can call up to one card from their equip gauge to the field! You can also put the top card of your deck face down as an equip gauge for that unit!
To use Regiodon and Bluesprint well, you should use cards that can retire them during the battle phase to activate their effects! (Notable examples include Spinodriver, Extortion Dragon, Spinoextort and Gaia Emperor.) You can also pair these cards with those that can strengthen the attack of your units! (Gaia Emperor and Gigannoblazer are key examples.)
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Dimension Police players, rejoice! Super Dimensional Robo, Daikaiser finally makes its debut in the V Premium format! Its first ability allows this vanguard to gain an extra Critical if it has 35 000 or more Power, instantly exerting massive pressure on the opponent to guard against it! With Force 2 that sets Daikaiser’s base Critical to 2 and Twin Order to confer even more Power to it, Daikaiser can easily become a high-powered vanguard with 3 Critical!
Daikaiser’s second ability is also quite reminiscent of its original Break Ride ability. When this unit is a vanguard or a front row rear-guard, at the end of the battle that a grade 3 was revealed during your drive check, if the opponent called one sentinel to the guardian circle, you can Counter-Blast 1 to deal the opponent’s vanguard one damage! Furthermore, should this unit be on a rear-guard circle, it gets put to soul!
With such a powerful ability, the opponent will be hard-pressed to either use two Perfect Guards against Daikaiser or let its attack through! With Heal Guardians that increase the grade 3 count of the deck, you will be able to reliably activate this ability. Furthermore, Daikaiser can still use this ability as a rear-guard, allowing you to use other powerful grade 3s as their vanguard! (Like Super Dimensional Robo, Dailiner and Black-clad Top-tier Deity, Bradblack.) The soul that Daikaiser provides at the end of turn also helps to replenish resources!
Finally, Daikaiser’s on-ride ability allows you to call it to a front row rear-guard circle and generate a Force marker on the vanguard circle! Not only does this further strengthen the vanguard attack, it also allows Daikaiser to be used as a rear-guard for its second ability!
Another great addition to Dimension Police is Dimensional Robo, Kaizard! When it is rode upon by a grade 3, you may discard a card to generate a Force marker for the vanguard! This allows you to stack more Force 1 markers onto your vanguard to increase its Power and meet certain Power requirements for abilities! (For example, Ultimate Dimensional Robo, Great Daiyusha requires the vanguard to be at 45 000 Power.) On the other hand, you can also put the generated Force 2 marker from riding a grade 3 onto a rear-guard and utilise Kaizard to give the vanguard Force 2; this play generates even more pressure onto the opponent, as two units will be attacking with 2 Critical!
Kaizard can also serve as a competent attacker, gaining 10 000 Power for the turn if there is a Force marker on the vanguard circle! Should you have three or more markers on their vanguard circle, it gains another +10 000 Power! This allows it to be a high-powered attacker that can also have high Critical should you opt for Force 2!
Dimensional Robo, Daiprop is a huge help for most Dimension Police decks! By riding this card, you can reveal a card in your hand and put that card to the bottom of your deck to draw a card! If a grade 3 was revealed, you draw another card! This ability helps you to cycle through their deck for more pieces and potentially gain hand advantage!
Should Daiprop be a rear-guard instead, it can still help you greatly! By paying 1 Soul-Blast, you can give your vanguard for +5000 Power for each Force marker on the vanguard circle for the turn! This further strengthens the vanguard attack and meets Power requirements to activate certain cards!
One of the most important cards in any Dimension Police deck, Black-clad Top-tier Deity, Bradblack provides great attacking potential for you! Its first ability allows you to Counter-Blast 1 to buff all front row units with +10 000 Power for the turn, creating even more powerful attacks!
However, the main highlight of Bradblack is its second ability. After this vanguard attacked, you can reveal a grade 3 from the top seven cards of your deck and add it to your hand! If the opponent’s vanguard is grade 3 or greater, you can then discard two cards to ride a grade 3 other than Bradblack from their hand as Stand! The ridden unit also gains +10 000 Power but loses a drive!
This ability is extremely powerful should you go second, as it essentially guarantees a re-ride, a generated Force marker and another high-powered attack coming from the vanguard! Combining this card with Dimension Police’s finest grade 3s will allow you to unleash true justice on the opponent!
You could also consider using Dimensional Robo, Daiscooper to further improve the consistency of your deck! When this card is rode upon, you may reveal a grade 3 from the top seven cards of your deck and add it to your hand! Not only can this be used to add key grade 3 rides for turn 3, it can also be used to add helpful Heal Guardians to defend against the opponent’s push!
Daiscooper may also provide a small boost to your vanguard when it is called, giving the vanguard +5000 Power for the turn! This could be the instrumental power buff to meet Power thresholds for other abilities!
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Rushing into the fray is the new Ultimate Raizer Mega-flare! After your Raizer rear-guard attacked, you may Counter-Blast 2 and rest this unit to stand that rear-guard and this unit! This is a fun callback to Mega-flare’s original Legion that worked in tandem with Cat Butler to re-stand both Mega-Flare and Dual-Flare.
The main strength of Mega-flare lies in its second ability. After it attacks, if you have no Stand front row rear-guards, you can Counter-Blast 1 to ride a grade 2 Raizer in your soul as Stand! At the end of that turn, you can ride a grade 3 Raizer in your soul as rest.
This ability essentially allows you to ride into Dual Flare to attack the opponent once more! Compared to most other cards that can re-ride or re-stand the vanguard, Mega-flare allows you to retain cards in your hand when re-riding. Furthermore, Mega-flare can help you generate another Accel marker when you ride it from the soul at the end of the turn, setting up your offense for the next turn!
With the return of Mega-flare, Ultimate Raizer Dual-flare also blitzes into battle! Its first ability allows this unit to gain +3000 Power for each of the opponent’s vanguard’s grades if you have no Stand front row rear-guards! As such, Dual-flare will be able to attack the opponent’s units with high Power!
Other than this, after it attacks, you can put this unit into your soul to buff your vanguard with +5000 Power for the turn! Furthermore, you can Counter-Charge 1 if you have no face up cards in your damage zone! Not only does this regenerate your resources, it also strengthens your vanguard attack to hit for even higher numbers!
Dual-flare will definitely be a great presence alongside Mega-flare! By using Mega-flare’s second ability, you can ride into Dual-flare to attack with high Power and drive check again! You can also use Cat Butler alongside this to add even more pressure to this vanguard attack.
Enhancing the Raizer playstyle is Laptriaraizer! When you ride this card, you can call a Battleraizer from your soul to the field! Simply put, this ability allows you to increase your board presence! It also ties in quite nicely with its second ability!
By paying 1 Counter-Blast and putting a rear-guard to soul, you can use this rear-guard’s ability to call a Raizer with a grade equal to the card put into your soul +1 from your deck! Essentially, Laptriaraizer can upgrade your rear-guards and call more impactful Raizer units onto the field! It can also be a nice way to generate soul for other abilities!
One important card for many Nova Grappler decks is Cool Hank! When this vanguard’s attack hits, you can Soul-Blast 1 to draw a card! This allows you to regain card advantage early into the game, and may force your opponent to block this attack to prevent you from gaining card advantage.
However, Cool Hank’s utility lies in its second ability. When this rear-guard attacks, you can discard a card from your hand to Stand one of your rear-guards! Not only does this serve as an attack extender for your deck, it also can help to activate abilities that require units to be Stand by an effect!
To support the Raizer playstyle, you can look forward to playing Cat Butler! At the end of the battle that your vanguard’s attack did not hit, you can Soul-Blast 1 and retire this rear-guard to give one of your units +3000 Power! Furthermore, if the chosen unit was a grade 2 or less vanguard, you can Stand it!
Cat Butler works extremely well together with Mega-flare and Dual-flare! After using Mega-flare’s effect to ride Dual-flare from soul, you can attack with Dual-flare with high Power! Your opponent can either let that attack hit their vanguard or block it.If they let it go through, they take an extra damage. If they block it, Cat Butler can Stand Dual-flare once more with greater Power! Either way, your opponent stands to lose something when Cat Butler is on the field with Mega-flare!
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An old classic Link Joker card makes its return: Star-vader, Infinite Zero Dragon! When you ride this card or ride another card over it, you may Counter-Blast 1 and discard a card from hand to lock one of the opponent’s rear-guards! However, you can lock one of the opponent’s rear-guards in the front row and back row instead if you have four or more cards in your damage zone! Simply put, Infinite Zero Dragon helps to disrupt the opponent’s board further when it enters the field or when it is ridden over!
Infinite Zero Dragon also becomes a powerful attacker, gaining +5000 Power for each of the opponent’s locked cards!
You could consider Star-vader, Colony Maker as a way to increase board presence! When this unit enters the field, you may Soul-Blast 1 and discard a card from hand to call a Star-vader from the top five cards of your deck as Rest. If the opponent has a locked card, call that unit as Stand instead.
Overall, Colony Maker is able to add more Star-vaders to the field that can help to chain more Lock effects. However, you will need to be very careful using this card with Star-vader, Chaos Breaker Dragon, as both cards require soul for their abilities!
Prison Gate Star-vader, Palladium is a great card for the Star-vader archetype! Its first ability allows itself to be called to the field when it is rode upon, so that it can contribute on the field as an effective supporter! This also ties in with its second ability, which can be activated when Palladium is a rear-guard.
When your opponent’s locked card is unlocked, you may Counter-Blast 1 and retire this unit to force your opponent to put the top card of their deck onto an open rear-guard circle! This allows you to continue disrupting the opponent’s field, not giving them any open space to call their rear-guards!
An interesting card that Star-vader players can consider is Nordstrom Dragon. When this card is called to the field, if you have a
Overall, Nordstrom’s utility lies in its ability to remove the opponent’s pesky rear-guards while generating resources! This will be especially helpful to mitigate the cost for many Star-vader card abilities.
Messiah players have long awaited the release of Hard Sword of Polarization, Lagranjard. By riding this card, you may put a card from hand to the field as a locked card to draw a card. This ability is huge for the reason that it allows you to call down powerful rear-guards from turn 1 that are difficult to deal with should your opponent have no field removal options. (The biggest example of this is Genesis Machine Deity, Volkogode.) It also cycles your deck further to allow you to get to more key pieces!
Other than this, Lagranjard serves as a potent supporter for the deck! By paying 1 Counter-Blast, you can unlock one of your locked cards! If you do, you Soul-Charge 1! Essentially, Lagranjard refunds the cost of Alter Ego Messiah’s first ability that puts cards in the drop onto the field as locked cards, while enabling an additional attack! This is especially deadly if Volkogode is called from Alter Ego’s ability and unlocked during the main phase, as the opponent will have to stare down at least 4 attacks with great Power and pressure!
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Leading the Dudley team of Spike Brothers is Demonic Lord, Dudley Emperor! When this vanguard attacks or is rode upon, you may Counter-Blast 1 to call a grade 2 or greater Dudley card from your deck to the field! The vanguard also gains +10 000 Power!
Dudley Emperor is thus able to increase the number of attacks done in a turn! With the many other Dudley cards available, you can unleash a rush of powerful attacks onto your unsuspecting opponent!
You should also take note of the offensive potential of Dudley Emperor’s second ability! When your rear-guard attacks while you have a Dudley vanguard, that rear-guard gains +5000 Power for that battle! After that battle, that rear-guard is put to the bottom of the deck!
This ability allows your rear-guards to attack with even higher numbers! One thing to note is that Dudley Emperor is still able to utilise this ability as a rear-guard; so, you can have multiple Dudley Emperor units on the field to buff your rear-guards with monstrous numbers!
Another important Dudley support card is Dudley Mason. When this rear-guard’s attack hits while you have a Dudley vanguard, you can Counter-Blast 1 and put this card into soul to call a non-grade 2 Dudley card from hand to a rear-guard circle!
This further increases the number of possible attacks that you can execute in a turn! It also helps to add more cards in soul for other abilities. (For example, Demonic Lord, Dudley Lucifer’s Counter-Charge ability.)
Should Dudley Mason be put into your deck from a rear-guard circle during your turn, you can move all of your Force markers to one of your unit’s circles! This ability builds on the Spike Brothers playstyle of moving Force markers around, allowing you to strengthen your unit’s attack with the accumulated power from your Force markers!
Dudley Daisy is another great support for the Dudley build. When it is called by a Dudley card’s ability, you may Soul-Blast 1 to call a grade 3 Dudley card from your deck to an open rear-guard circle! At the end of your turn, both Dudley Daisy and the called unit are put to the bottom of the deck!
Like the other new Dudley cards, Dudley Daisy can increase the number of attacks done in a turn while increasing your board presence! It can be used to call an additional Dudley Emperor to the field to increase the attacking Power of your rear-guards, or it can instead call a Dudley Lucifer to replenish Counter-Blast for future turns!
Spike Brothers players will be happy to see Adorbs Perm, Rona return! When it enters the field, you may Counter-Blast 1 to call a grade 3 card from their deck to the field! This ability adds more attackers onto the field for an offensive rush!
You could use Rona’s ability to call Dudley Lucifer to the field and Counter-Charge 1, before calling Ambush Dexter to call even more grade 3s to the field!
Other than this, Rona gains Boost if there is a grade 3 unit in the same column as this rear-guard. This allows your attacking columns to hit for even higher numbers!
An important card in many Spike Brothers decks is Ambush Dexter. Its first ability allows you to discard a card from hand to draw a card when it is ridden, thus cycling your deck further for key pieces!
When Ambush Dexter is called to the field instead, you may Counter-Blast 1 and put a grade 2 or greater rear-guard into soul to call two cards with the same grade as the card put into soul from your deck! This allows you to further increase your board presence, and also calls down key attackers for your offensive game plan!
Ambush Dexter is an especially important card with Exceptional Expertise, Rising Nova, as it can call more grade 3 units so that Rising Nova can inherit those abilities!
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Bunny’s Beast Tamer, Tilaipse introduces the new Bunny archetype to Pale Moon! Tilaipse’s first ability allows you to Counter-Blast 1 and put two cards from hand into soul to call two grade 2 or less cards from soul to the field! Then, you choose a front row “Beast Tamer” rear-guard that is not Tilaipse, and that unit becomes a vanguard for the turn!
This ability meshes both Bunny cards and Beast Tamer cards together, allowing for extremely powerful combos between cards! Golden Beast Tamer is the best card to synergise with Tilaipse, as it can buff the front row with a helpful +3000 Power for the turn and extend the number of attacks made! Furthermore, this ability allows you to increase the number of drive checks made in a turn, which increases the chances of checking triggers that can further strengthen attacking units!
Other than this, Tilaipse also gives all front row units +1000 Power for each grade 1 “Bunny” card among your units and cards in soul! By consistently putting more Bunny cards to soul, all of your attacking units will see their Power and pressure increase significantly!
To aid in the Bunny archetype, you can use Bunny’s Beast Tamer Assistant, Klorina! When this vanguard attacks, you may put a card from hand into soul to call a grade 2 or less card from soul to the field!
Furthermore, if there are three or more grade 1 “Bunny” cards among your units and cards in soul, Klorina gains an additional drive!
Not only are both abilities great for turn 2 offensive plays, they can also be activated should Tilaipse turn Klorina into a vanguard! While Klorina isn’t as good a target compared to Golden Beast Tamer for Tilaipse’s ability, it still is able to help you maintain card advantage and increase the number of attacks!
Another great addition for the Bunny deck is Amusing Bunny! When it is rode upon, you can reveal a “Beast Tamer” card from the top seven cards of your deck and add it to your hand! If you added a card to hand, you can put a card from hand to soul!
This ability not only helps to improve the consistency of the Bunny deck, but it also helps to send key pieces into soul to be used for offensive turns!
Amusing Bunny’s second ability is just as useful! After this rear-guard attacked or boosted, you may put one of your rear-guards to soul! This could be used to protect key pieces from the opponent, or utilised to move offensive units to soul such that they can be re-called to the field from Golden Beast Tamer or Klorina!
Pale Moon players can consider running Astatic Baton Twirler in their decks! When this unit enters the field from hand, you draw a card and put a card from your hand to soul! This helpful ability allows you to cycle through their deck further and add key combo pieces to soul to be used later!
Other than this, Astatic Beast Tamer can also gain +5000 Power if at least one card was called from soul during that turn, allowing it to be a competent attacker!
With the introduction of the Bunny archetype, familiar cards like Midnight Bunny become quite important in the deck! When this rear-guard boosts, you Soul-Charge 1, potentially putting key cards like grade 1 Bunny cards or attackers to soul!
Furthermore, when the attack it boosted hits, you may Counter-Blast 1 and put this unit to soul to call a non-grade 1 card from soul to the field, further increasing the number of attacks performed during that turn!
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Dark Irregulars players will be pleased to see Blade Wing Reijy return! This card plays very differently compared to its other Dark Irregulars compatriots, but the power that you can gain by unlocking Reijy’s full potential is immeasurable! If there are ten or less cards in your soul, you may Soul-Blast 1 and bind a card from soul face down! This helps to accumulate more face down cards in the bind zone for Reijy’s second ability!
As the game progresses, Reijy can get stronger by increasing the number of face down cards in the bind zone! If there are five or more face down cards, Reijy gains +5000 Power for the rest of the game! This allows it to be a strong attacker that also defends quite well due to the higher base Power!
If there are seven or more face down cards, Reijy gains +10 000 Power and an additional drive during the player’s turn! Not only does this make Reijy a high-powered vanguard, it also helps to regain hand advantage after using many resources to increase the number of face down cards in the bind zone!
If there are ten or more face down cards, Reijy gains another +10 000 Power and 2 additional Critical! At this point, Reijy will become a 37 000 Power attacker with Triple Drive and 3 Critical! Anyone facing up against Reijy had better prepare to block this high-powered attack to continue surviving!
If you are able to attain 15 face down cards in the bind zone, when Reijy attacks, it immediately deals two damage to the opponent’s vanguard! Working towards unlocking Reijy’s full potential will be challenging, but the moment you are able to activate this ability, victory is sure to be in your hands!
To aid Reijy, players could turn to using Blaze Foresight! When it enters the field, you may Counter-Blast 1 to put two trigger units to soul! For each card put, you draw a card!
Not only will you be able to put more cards into soul to be consumed by Reijy’s ability, you can also cycle through their deck further for more key pieces. Overall, Blaze Foresight is simple, yet effective in pushing Reijy’s game plan forward.
Another great card to pair with Reijy is Bestial Squeezer! By calling this card, you can put a normal unit in your drop to the bottom of your deck and Soul-Charge 1! This helps to return cards Soul-Blasted by Reijy’s ability back to the deck and increase the soul count to activate Reijy’s ability once more!
Bestail Squeezer’s second ability also helps to put more cards to soul! By binding this card in the drop, you may put one of your rear-guards to soul! This can be used to turn unused rear-guards into fodder for Reijy’s ability!
In general, Demonted Executioner is a great card for Dark Irregulars! When it enters the field, you can Counter-Blast 1 to Soul-Charge 3! If one or more trigger units were Soul-Charged, you draw a card! Not only does this help to increase your soul count, it may also retain your hand size!
Other than this, Demonted Executioner can also be a great grade 2 vanguard, gaining +5000 Power for the turn when it attacks a grade 2 or greater unit! This is definitely a card that all Dark Irregulars players should get!
An interesting option for Dark Irregulars players to consider is Werwolf Ketzer. When it is retired from the guardian circle, you can put this card into soul! Even after defending, this card continues to serve you well by increasing the vanguard’s soul count! This ability also ties in with its second ability.
You can bind this card in soul to Soul-Charge 2! While simple, it essentially adds an additional card in soul that can be instrumental for many Dark Irregulars decks to launch their offensive! (Soul count is extremely important for cards like Scharhrot Vampir, No Life King, Death Anchor and Evil God Bishop, Gastille. It is also a necessary tool for Reijy to accumulate more soul for Reijy to consume.)
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Interdimensional Dragon, Chronoscommand Dragon finally makes its debut in the V Series! When this card is ridden, you may Counter-Blast 1, Soul-Blast 1 and discard a card to return all of your rear-guards to the bottom of your deck, and call any number of cards from the top five cards of your deck!
Going first, Chronoscommand Dragon is an amazing first grade 4 ride for Chronojet Dragon. It essentially allows you to build a board for an affordable cost!
Chronoscommand Dragon’s second ability is a nice callback to its original ability, as it can return all of the opponent’s rear-guards to the bottom of their deck if its attack hits the opponent’s vanguard! This serves as a potent field wipe, and the opponent will be hard pressed to block Chronoscommand Dragon’s attack in order to not activate this ability.
Another amazing card for Gear Chronicle is Steam Knight, Kalibum. After this rear-guard attacked, you may Counter-Blast 1 and bind this unit to put a player’s rear-guard to the bottom of that player’s deck. If a grade 2 or greater card was put, you may put a normal unit in the drop with grade equal to that card’s grade -1 into your hand! If a grade 1 or less card was put, you draw a card and Counter-Charge 1 instead!
Overall, the utility that Kalibum provides is insanely substantial! This card can be used to remove one of the opponent’s pesky rear-guard or protect one of your own rear-guards! Regardless of the grade of the card that was returned, you are still able to gain card advantage!
Other than this, Kalibum is also a massive help for cards that rely on increasing the grades of cards in the bind zone. (The most notable example is Interdimensional Dragon, Mystery-flare Dragon.)
Steam Scara, Gigi is also a great addition for most Gear Chronicle decks! When you discard this card from hand during your turn, you may call this card to the field as Rest. This allows you to retain your board advantage and not let discarded cards go to waste!
Gigi’s second ability ties in well with the first! When your grade 3 or greater vanguard attacks, you may Soul-Blast 1 and retire Gigi to draw a card and give your vanguard +5000 Power for the turn! This puts the Rested Gigi (called from its first ability) to good use, allowing you to retain card advantage and further buff your vanguard attack for little cost!
An important addition in most Gear Chronicle decks is Steam Mechanic, Nabu. When this rear-guard attacks the vanguard, you may bind a card in your drop to prevent the opponent from guarding with grade 1 or greater cards in their hand for that battle! After it attacks, Nabu goes into soul and draws you a card!
The benefits that Nabu provides should definitely not be ignored during deckbuilding! Not only does Nabu enable selective guarding, it also increases soul for other abilities and regains hand advantage! In bind zone oriented builds, Nabu is also important to add more high grade cards to the bind zone to activate more card effects!
Chronojet Dragon players should definitely look into playing Smokegear Dragon! When it attacks the opponent’s vanguard, it gains +5000 Power for that battle for free! Furthermore, if you rode a grade 4 that turn, you can Soul-Blast 1 to draw a card! Smokegear Dragon becomes an effective attacker and helps you regain hand advantage!
However, the main highlight of this card lies in its second ability. Should you have Chronojet Dragon as your vanguard, all cards that you discard from hand are considered as grade 3s! This ability allows you to discard any card for the cost of Chronojet’s pseudo-Stride ability, massively reducing the number of cards that you may need to discard to use Chronojet’s ability if you do not have grade 3s in hand.
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Single Quiet, Refiarade introduces a new way to enjoy Bermuda Triangle!
Refiarade’s first ability allows the player to Counter-Blast 1, discard a card from your hand and rest this vanguard to perform a number of effects! If you have four or less Force markers, you gain two Force markers! You also reveal the same number of cards from the top of your deck as the number of your rear-guard circles with Force markers and put them into your hand, and activate all trigger effects from those revealed cards!
Essentially, Refiarade generates many Force markers and vastly increases your card advantage! You can also activate trigger effects to further strengthen your board. Of course, the drawback is that you lose a vanguard attack from this, but the benefits that you gain from this ability are just so great that you can sacrifice the vanguard attack!
Furthermore, Refiarade allows all of your grade 2 or less units on rear-guard circles with Force markers to attack from the back row! As such, it’s very possible for you to achieve five high-powered attacks even without your vanguard to decimate your opponent!
Another grade 4 option for the Highlander playstyle is Miracle Cycle, Atrokia! After this vanguard attacks, you choose three normal units each from your rear-guard circles and your drop. If those six cards have different card names, you can Stand this unit and put those chosen cards to the bottom of your deck in any order!
Overall, Atrokia is another great ride target for Velvet Voice, Raindear’s second ability, allowing you to potentially attack three times with your vanguard! Furthermore, Atrokia can return your rear-guards and normal units in the drop to the deck, opening up the board against field removal decks and recycling your key pieces to be used again!
To assist Refiarade in its gameplan, Reliable Faith, Lusalos is here to help! This unit gains +5000 Power and Shield if you have two or more Force markers, allowing it to be a helpful attacker, booster and defender!
Lusalos can also gain Intercept and the ability to intercept from the back row if you have three or more Force markers! This further increases the defensive utility of Lusalos for Refiarade! You call this to the back row as a competent attacker with Force markers and as a great defender that helps you survive high-powered attacks!
One important card that supports Refiarade is Graceful Prayer, Amie! When this unit attacks the vanguard while you have five rear-guards, it gains +15 000 Power for that battle!
Simply put, it is a powerful attacker that can further benefit from the many Force markers that Refiarade can easily generate! Of course, you want to ride into Refiarade over this, so cards that can cycle the deck (like Top Idol, Aqua and Special Message, Ourora) and help to obtain key grade 3s (like Mermaid Idol, Sedna) will be a massive help!
Many Bermuda Triangle decks run Top Idol, Aqua as a way to cycle through their deck and reuse their rear-guards once more. When it enters the field, you can return up to one of your other normal unit rear-guards to your hand. If a card was returned, you can draw a card and discard a card from your hand! However, this ability can only be used once per turn by a card with the same name.
This ability allows you to filter through your deck further for key pieces, while also sending important rear-guards back to hand to be called again! Such cards include those with powerful on-place abilities. (For example, Choco Love Heart, Liselotte.)
Other than this, Aqua gains +5000 Power if there is another unit in the same column, so it will become quite an effective attacker!
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Leon Soryu’s highly anticipated avatar finally arrives in the V Series! Blue Wave Dragon, Tetra-drive Dragon is here to unleash the storm! By paying 1 Counter-Blast, you can give this unit +2000 Power for the turn! This ability can be reused multiple times during a turn so that you can strengthen Tetra-drive Dragon to hit for higher numbers!
Of course, the main highlight of Tetra-drive Dragon lies in its second ability. At the end of the battle that your rear-guard attacked, you can perform an effect depending on which battle of the turn that battle was! If that was the fourth battle, you can discard two cards from your hand to Stand Tetra-drive Dragon and reduce its drive by 1! If it was the seventh battle, you can Counter-Blast 1 and discard a card from hand to Stand Tetra-drive once more!
With Tetra-drive Dragon, you want to use it alongside cards that can Stand again or switch the positions of your rear-guards to maximise the number of attacks done in a turn! (Examples of such cards are Terrific Coil Dragon, Wheel Assault and Tidal Assault.) With such cards, you can manoeuvre your rear-guards to launch a wave of attacks onto the opponent, while also re-standing Tetra-drive Dragon to reveal more drive checks and potentially strengthen itself further with triggers!
To support Tetra-drive Dragon, Blue Wave Marine General, Cuteria is here to help! When this unit attacks the opponent’s vanguard, you may Soul-Blast 1 to buff a unit with +5000 Power! Furthermore, you can draw a card if this is your vanguard and it is attacking during the third or more battle of that turn!
Cuteria serves as a great grade 2 ride option by strengthening your attacks and regaining your card advantage. On the other hand, you can use Cuteria to further increase the Power of Tetra-drive Dragon, given that it can re-stand multiple times!
Another great card for the Blue Wave archetype is Blue Wave Dragon, Propulsion Dragon. After it attacks a grade 2 or greater vanguard, you may Counter-Blast 1 to exchange the positions of this unit with one of your other back-row rear-guards! If you exchanged positions, Propulsion Dragon stands again!
Overall, Propulsion Dragon helps to further increase the number of possible attacks that you can achieve to meet the requirements for Tetra-drive Dragon’s re-standing effect! Even after it has swapped positions, it can contribute to your attacks by serving as a booster for another rear-guard.
Other than this, Propulsion Dragon works extremely well with Blue Wave Marshal, Valeos. With Valeos reducing the opponent’s vanguard Power by 5000 constantly, Propulsion Dragon can hit the opponent’s vanguard when it attacks even with its lower base Power!
With Tetra-Drive Dragon entering the fold, Marine General of White Waves, Philogatos becomes a great support for it! When your vanguard attacks, this rear-guard and your vanguard gain +5000 Power for the turn!
With Tetra-drive Dragon’s re-stand ability, this card can strengthen your vanguard and itself with an additional 15 000 Power! If you’re able to get at least two copies of Philogatos on the field, you can buff Tetra-drive Dragon with insane amounts of Power to decimate your opponent!
A huge staple in many Aqua Force decks, Terrific Coil Dragon is a massive help to your offensive strategy! When this rear-guard attacks during the first battle of your turn, you can Soul-Blast 1 to stand this unit! This allows you to increase the number of attacks done in a turn to further pressure your opponent and slowly unlock your card abilities that are dependent on the number of battles done in a turn!
To further add to Terrific Coil Dragon’s strengths, it gains +5000 Power for the turn when it is Stand by a card’s ability, becoming a more powerful attacker!
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Young Pirate Noble, Pinot Noir heralds a new way to enjoy Granblue! Its first ability allows all of your front row units to gain +5000 Power for every three trigger units in your drop! Pinot Noir focuses on increasing the number of trigger units in drop to buff your board, so your units will continuously get stronger throughout the game as you discard more cards from the deck and guard with triggers!
Pinot Noir also works well together with its first mate, Pinot Blanc! When Pinot Blanc is called during your turn, you may Soul-Blast 1 to discard the top two cards of your deck, and activate all trigger effects of the discarded cards! Not only does this allow you to further increase the number of cards in drop, it also can potentially further buff your board to hit for higher numbers! (In two ways: by the trigger effect, and by Pinot Noir’s first ability.)
To support Pinot Noir, Pirate Belle, Pinot Blanc is a great first mate. If this card is in the drop, when your Pinot Noir vanguard attacks, you may Counter-Blast 1 and retire a rear-guard to draw a card and call this card to the front row! This enables Pinot Noir to increase the number of attacks and gain card advantage!
Pinot Blanc’s second ability prevents this rear-guard from being attacked, and it also gains +5000 Shield for every three trigger units in your drop! As such, Pinot Blanc becomes a powerful defender for Pinot Noir players, becoming a huge defensive anchor as the game progresses. This card is also difficult to remove if your opponent has no field removal effects!
An important card that Granblue players should definitely play is Sea Strolling Banshee! When you ride this card, you discard any card in your deck! This powerful ability allows you to filter your deck for ANY key piece that you can use for later! By increasing the quality and quantity of cards in your drop, Sea Strolling Banshee works extremely well with the many Granblue cards that manipulate the drop to your advantage!
Other than this, after this rear-guard attacks or boosts, you may discard two cards from the top of your deck! If one or more triggers were discarded, you may retire this unit to draw a card! This ability allows you to further increase the number of cards in the drop and potentially filter your key pieces into the drop! Sea Strolling Banshee may also increase your card advantage and add more trigger units to the drop, running in tandem with Pinot Noir’s playstyle!
An integral card in all Granblue decks, Pirate Swordsman, Colombard does wonders for your game plan! When it enters the field, you may Counter-Blast 1 to discard any card from your deck, and call any card in your drop to the field! This ability can only be used by a card with the same card name once per turn.
With Colombard, you can put a key combo piece from your deck into the drop and further your game plan! Not only this, but Colombard also helps to increase your board presence and activate your other rear-guard’s on-place abilities! (For example, Ripple Banshee.)
Colombard can also be used in conjunction with Vampire Princess of Night Fog, Nightrose as an attack extender, further increasing the number of attacks that you can do in a turn! This can be especially terrifying when you call Dragon Undead, Skull Dragon from its ability!
Witch Doctor of Powdered Bone, Negrobone is another key card that you should consider in your Granblue deck. If this card is in your drop, you may discard a card from hand and return this card to the bottom of the deck to call a grade 1 from your drop to the field! However, if you have 10 or more cards in the drop, you can call a card of any grade!
With cards like Skeleton Sea Navigator and Greed Shade that can rapidly increase the number of cards in your drop, you will be able to use Negrobone to essentially call any of your combo pieces to the field during the main phase! This card helps to set up your board for a huge offensive turn!
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Veteran Megacolony players will be pleased to know that Evil Armor General, Giraffa is making its return in the V Series! It has powerful abilities that further hamper the opponent’s offensive plan!
When it attacks the opponent’s vanguard, you may Counter-Blast 1 and put a rear-guard into soul to force the opponent to call two cards from their hand to the field as Rest, and those called units are unable to Stand during the next stand phase! Furthermore, the called units’ AUTO abilities do not activate!
This ability removes two cards from the opponent’s hand when Giraffa attacks, reducing the number of cards in hand that can be used for guarding! It also ensures that there are more rested rear-guards on the field, so that Elite Mutant, Giraffa can become even stronger! Since the called rear-guards remain at Rest during the opponent’s Stand phase, Giraffa’s ability hinders the opponent’s offensive potential!
Other than this, Giraffa can become a powerful vanguard itself, gaining +5000 Power for each different Giraffa card in its soul. Should there be two or more cards, and the opponent be grade 3 or greater, Giraffa’s original Critical becomes 2! Thus, you can pressure the opponent well when Giraffa attacks!
An important card for Giraffa, and one that can be considered in other Megacolony decks, is Elite Mutant, Giraffa. When this unit attacks, you may Counter-Blast 1 to give this unit +5000 Power for each of the opponent’s Rest rear-guards! If the opponent has one or less Rest rear-guards, you draw a card!
Whether or not your opponent has a full field or an empty one, you benefit! Giraffa either becomes a high-powered attacker that increases the pressure on the opponent, or regains card advantage for you!
Giraffa’s second ability is also quite helpful, preventing the opponent’s rear-guards in the same column as this rear-guard from intercepting or moving to other rear-guard circles! This could lower the defenses of the opponent, or further restrict the opponent’s offensive gameplan! Giraffa would be an instrumental piece against decks that can exchange the positions of their rear-guards! (Aqua Force’s playstyle of exchanging rear-guard positions will be severely obstructed by this card.)
Further supporting the Giraffa playstyle is Pupa Mutant, Giraffa. When this unit is ridden, you may discard a normal unit from hand to add a Giraffa card with the same grade as the discarded card to hand from the deck! Essentially, this card acts as a consistency piece that allows you to fix your Giraffa ride chain!
Other than this, Giraffa can also help to cycle the deck further! When it is called, you may Soul-Blast 2 to draw a card! However, this cost is reduced by 1 Soul-Blast for each of the opponent’s Rest rear-guards in the same column as this unit! Against many rear-guard reliant decks that don’t have a way of removing their rear-guards, you will be able to call Giraffa down to draw a card for free!
Cleared Breeze is an interesting grade 1 option for Megacolony players to consider! When it enters the field, you may discard a card to draw a card! If you discarded a grade 3, you can put a Cradle Marker onto one of the opponent’s rear-guards without a Cradle Marker!
This helpful Megacolony card not only helps you to cycle through your deck further, it also imprisons one of the opponent’s rear-guards in a Cradle!
Units with Cradle markers lose their original ability, have their Power reduced by their Power and cannot boost or intercept! Furthermore, when they are retired, you (the person who put the Cradle marker) can add a card with the same grade as the retired unit from your deck! This allows you to add more key pieces to hand from your deck and hinder the opponent’s offensive strategy.
You could use Cleared Breeze to discard powerful grade 3s like Pincer Attack Mutant, Intrude Scissors, which can return to the field later in the game as a helpful attack extender! Overall, the utility and synergy that Cleared Breeze provides should benefit any Megacolony deck!
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Honorary Professor, Chatnoir is an amazing card for Great Nature! When this unit attacks, you may Counter-Blast 1 to draw a card, discard the top card of their deck and perform one of the following effects based on the discarded card’s card type. If a normal unit was discarded, you can buff two rear-guards with +5000 Power! Those rear-guards are retired at the end of turn. If a trigger unit was discarded, you can give one of your rear-guards the ability to attack from the back row and +5000 Power for the turn! That rear-guard is also retired at the end of turn. Should Chatnoir be the vanguard, both effects can be activated!
Overall, Chatnoir’s abilities strengthen many units across the board, while enabling yet another attack from the back row! You could also consider using this with Famous Professor, Bigbelly to retire more rear-guards during the end phase, drawing more cards from Bigbelly’s ability! However, Chatnoir’s discard effect would be more random as you are not able to guarantee which card can be discarded or activate both effects.
On the other hand, Chatnoir synergises a lot better with Sage-saint Mentor of Black Laquer, Isabelle to utilise both effects, allowing you to buff rear-guards and increase the number of attacks all while Chatnoir remains a rear-guard!
Great Nature players are more than happy to see Compass Lion make its return! At the end of your turn, Compass Lion forces you to retire one of your rear-guards. However, this (supposed) drawback is mitigated by the fact that it has a powerful 13 000 base Power!
Compass Lion’s high base Power will be especially great going second, allowing you to better guard against the opponent’s grade 3 vanguard! It also can serve as a high-powered attacker for most decks! While its ability to retire one of your rear-guards seems detrimental, it could activate on-retire abilities such as Famous Professor, Bigbelly and Taping Cat to gain hand advantage and cycle for more key pieces!
Taping Cat is also a much adored card that finally makes its debut in the V Premium format! When this rear-guard is retired from the field or when it is discarded from the deck, you may Soul-Blast 1 and perform one of the following effects: you can either draw a card or give another rear-guard +5000 Power for the turn!
Taping Cat’s versatility is shown through its potential in both Isabelle and Bigbelly decks. For Isabelle, this card’s effects can both be activated should Isabelle’s first ability be active, allowing you to maximise Taping Cat’s capabilities. For Bigbelly, Taping Cat can be retired during the end phase (by Compass Lion) to draw a card. This also activates Bigbelly’s ability to draw another card, allowing you to gain hand advantage and cycle through their deck even further!
Another great card to be reprinted is Hammsuke’s Rival, Rocket Pencil Hammdon! When another unit is placed on an additional rear-guard circle, you may Counter-Blast 1 and put a card from hand into soul to give that unit and this unit +10 000 Power for the turn! If you have two or more Accel circles, they also draw a card!
Hammdon is an important card for the Bigbelly deck, serving as a helpful rear-guard that can buff rear-guards to hit the 20 000 Power threshold, and can send a grade 3 card into soul to fully activate Bigbelly’s second ability to Stand even more rear-guards with 20 000 or more Power!
A much needed card for Lottery archetype, Afflated Lemur provides great resource generation for Great Nature. By calling it to the field while your vanguard is grade 3 or greater, you can discard the top card of your deck, and perform an effect based on the discarded card’s card type. If a normal unit was discarded, you Soul-Charge 1; if a trigger unit was discarded, you Counter-Charge 1 instead.
With Afflated Lemur, Isabelle players will be able to better manage their resources for many of their cost-intensive abilities! Of course, the key combo to using this card well is to call it when Isabelle’s first ability is active, allowing you to activate both effects regardless of what card type was discarded!
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Neo Nectar players will be excited to see Lycoris Musketeer, Vera make a comeback in the V Series! By paying 1 Counter-Blast and retiring two of your rear-guards, you can put two cards in the drop to the bottom of your deck and call two units from the top five cards of your deck! If you called two Musketeers, Vera gains an additional drive!
Not only can you return triggers to the deck to be revealed as drive checks, you can also reorganise their field and call ideal Musketeers to fight for you! You can also regain hand advantage if you are able to call two Musketeers with Vera’s ability.
If the opponent’s vanguard is grade 3 or greater and Saul is in the front row, Vera’s second ability allows all front row rear-guards to gain the Power that this vanguard would gain from trigger effects during the turn! So, you can easily commit all trigger effects onto Vera, as you can still buff your front row rear-guards to be dangerous attackers!
Another familiar face that makes its return is Lycoris Musketeer, Saul. When it enters the field while you have a Musketeer vanguard, you may Soul-Blast 1 and retire one of your rear-guards to call a unit from the top three cards of your deck! Then, if you called a trigger unit, you may Counter-Blast 1 to activate that unit’s trigger effects!
Not only can Saul help to rebuild your board, it can also increase the offensive pressure of the deck when its effect calls triggers! Furthermore, should Vera’s second ability be active, you can easily give all trigger effects to Vera and still strengthen all front row rear-guards!
Water Lily Musketeer, Ruth is a great addition to the Musketeer lineup! When it is ridden, you may call a plant token to the field! If the opponent is grade 1 or greater, you may call two instead of one! This instantly allows you to play aggressively with your Plant tokens, which will be great especially going second.
However, Ruth’s utility lies in its second ability. When Ruth or another unit is called from the deck, you may retire this rear-guard to Counter-Charge 1. Not only does this allow you to better manage your resources, it also empties the board for other rear-guards to be called by abilities! With so many abilities in the deck that require Counter-Blast, Lily is an immense help!
Peony Musketeer, Martina is a great help for the Musketeer deck! You can use its vanguard ability to Soul-Blast 1 and retire one of your rear-guards to call a card from the top five cards of your deck! This allows you to filter through the deck to call key attackers!
However, in the context of Vera being the main grade 3 for the Musketeer build, Martina serves as a powerful rear-guard instead! During the turn that it was called from the deck, it gains +5000 Power and an extra Critical, ensuring that the opponent pays more attention to it as well on defense.
The other card that complements the deck well is Peony Musketeer, Toure. When it enters the field, you may Counter-Blast 1 and retire one of your rear-guards to call two Musketeer cards or any one card from the top three cards of their deck!
This enables you to build a board and get rid of inactive rear-guards or triggers that may have been called by Saul! Toure also helps you to cycle through your deck to potentially reach more key pieces with other cards!
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Conclusion
With V Clan Collection Vol.1 and 2, expect to see a huge shake-up in the V Premium format! Not only can you get your hands on the highly defensive Heal Guardians, you can also experiment with many of the new cards to improve your gameplay and have fun! Don’t miss out on this amazing collection of cards, available from November 19th!