NEWS

D Booster Set 04: Awakening of Chakrabarthi (Official Guide)

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.3 and Vol.4! 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! This Clan Collection, we’ll see the return of iconic and unique Яeverse units create havoc on the planet Cray! The defenders of the realm also must step forth in this decisive war of hope. With these cards are also reprints of important cards for each clan that can strengthen your deck!

Key Features

With the insidious descent of Void onto Cray, key warriors have fallen into darkness and have been transformed into sinister versions of themselves! These units wield the power of Lock, shackling their allies to gain unworldly strength to trample those who stand in their path!

Great Demon Emperor, Dudley Emperor ““Яeverse”
Deadliest Beast Deity, Ethics Buster ““Яeverse”
Ice Prison Hades Emperor, Cocytus ““Яeverse”

Great Demon Emperor, Dudley Emperor ““Яeverse””, Deadliest Beast Deity, Ethics Buster ““Яeverse”” and Ice Prison Hades Emperor, Cocytus “Яeverse

These Яeverse units also have a different foiling pattern for their SP versions, having greyed out boxes and monotone colours to symbolise the influence of the Void over these units!

Covert Demonic Dragon, Magatsu Storm “Яeverse”
Demise Queen, Himiko “Яeverse”
Blue Storm Karma Dragon, Maelstrom “Яeverse”

Covert Demonic Dragon, Magatsu Storm “Яeverse”, Demise Queen, Himiko “Яeverse” and Blue Storm Karma Dragon, Maelstrom “Яeverse”

As usual, there are the unique Vanguard Secret Rare (VSR) cards that receive special treatment to their foiling! These are extremely rare, so you’ll be very lucky to get your hands on them!

Demise Queen, Himiko “Яeverse”
Leading Jewel Knight, Salome
 Silver Thorn Dragon Queen, Luquier “Яeverse”

Demise Queen, Himiko “Яeverse”, Leading Jewel Knight, Salome and Silver Thorn Dragon Queen, Luquier “Яeverse”

Thorn Lily Musketeer, Cecilia “Яeverse”
Revenger, Raging Fall Dragon “Яeverse”
Revenger, Raging Fall Dragon “Яeverse”

Thorn Lily Musketeer, Cecilia “Яeverse”, Revenger, Raging Fall Dragon “Яeverse” and Salvation Lion, Grand Ezel Scissors

Bringer of Dreams, Belenus

All 24 clans will also see their respective Critical Sentinel reprinted in this set! These special triggers are sentinels, so you can only run up to four cards with this restriction in your deck! Furthermore, they have a huge 30 000 Shield!

These triggers can be used in more aggressive decks to pressure your opponent further! You’ll be able to run even more Criticals in your deck to deal even more damage to your opponent’s vanguard!

Critical Sentinels are also used in Protect decks that are able to generate Protect 1 markers easily. (For example, Shiranui is able to superior ride many times to generate more Protect 1 markers.) This allows them to both have access to Perfect Guards (Protect 1 cards fulfil this role) and these Critical Sentinels at the same time!

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United Sanctuary

Royal Paladin

Leading Jewel Knight, Salome

Flying the United Sanctuary flag with pride is the renowned swordswoman “Leading Jewel Knight, Salome”! This card finally makes its return into the V Series, developing the Jewel Knight archetype further while also being a great supporting card for most Royal Paladin decks.

Salome’s first ability enables even more multi-attack in your Jewel Knight deck! After this vanguard attacks, you can Counter-Blast 1 to call any number of “Jewel Knight” cards in your hand to rear-guard circles with units! If you called three or more cards and your opponent’s vanguard is grade 3 or greater, you can Soul-Blast 4 to Stand this unit!

Not only does this powerful effect allow you to hit your opponent with another barrage of attacks after the vanguard attack, it also enables the Jewel Knight playstyle of calling a unit over an existing unit’s circle! You’ll thus be able to activate many of your Jewel Knights’ card effects to bolster your offense!

Given how Salome also Stands itself, you can attack your opponent with your vanguard with increased pressure while recovering card advantage!

Other than this, when your other unit is placed over Salome’s circle, you can Counter-Blast 1 to give the placed unit +10 000 Power and an additional drive! As such, you’ll be able to significantly buff the unit that was placed over Salome. With so many great cards in the Jewel Knight archetype (and in Royal Paladin), you can be sure that Salome will be an effective card in your deck!

Dogmatize Jewel Knight, Sybill

Dogmatize Jewel Knight, Sybill” is another familiar card that makes its return in the V Series. When Sybill attacks, you can put one grade 2 or less card in your hand into your soul to draw a card! Not only does this help you to cycle through your deck further for more key pieces, it also allows you to accumulate more soul for your main Jewel Knight attackers! (“Leading Jewel Knight, Salome” and “Pure Heart Jewel Knight, Ashlei” are the most obvious examples.”) Other decks that require a lot of soul will also appreciate Sybill’s effect! (“Seeker, Thing Saver Dragon” may need the soul for its reride ability.)

Sybill’s second ability is more tailored to the Jewel Knight build. By placing another unit over this unit’s circle, you can call a grade 2 or less “Jewel Knight” card from the top three cards of your deck to the field! Whether you are riding a grade 3 over Sybill, or calling another rear-guard over it, Sybill will be able to increase your board advantage with important Jewel Knight attackers and supporters.

Fruiting Jewel Knight, Eunice

Beautiful, but deadly. That is what characterises “Fruiting Jewel Knight, Eunice”. After this rear-guard boosts, you can put a normal unit in your drop to the bottom of your deck to Soul-Charge 1! You can also return Eunice to your hand!

This helpful ability allows you to return key cards back to the deck to be reused later, while also accumulating more soul for your main attackers like Salome and Ashlei! In particular, this card can be bounced back to hand to be called again for Salome’s battle phase call or to conserve hand for defence!

When another unit is placed over Eunice’s circle, you can retire one of your opponent’s rear-guards in the same column as the placed unit! Should there be no rear-guards to retire, you draw a card! This helpful ability allows you to remove key pieces on your opponent’s board, or increase your card advantage!

With how phenomenal both of Eunice’s abilities are, you’ll definitely want this card in your Jewel Knight deck! It could also be effective in other Royal Paladin builds!

Knight of Chivalry, Rabol

Knight of Chivalry, Rabol” is an impactful Royal Paladin card that bolsters your field! By calling this rear-guard during your main phase, you can Counter-Blast 1 and return one of your non-grade 2 rear-guards to the bottom of your deck to draw two cards and call a card from your hand to the field.

Rabol helps to cycle through your deck for more key pieces and increase your board presence. It also helps to return your non-grade 2 units on the field back to your deck! (You could return triggers to be revealed during your trigger checks, or grade 1 and 3 units to be drawn into.)

Rabol’s second ability provides defensive prowess to your board. If Rabol is on a front row rear-guard circle, your back row rear-guards cannot be retired by your opponent’s card effects, forcing your opponent to get rid of Rabol first before they can retire other allies.

Altmile and Sanctuary Guard decks can benefit greatly from Rabol, but you can try using this card to optimise your other Royal Paladin decks!

Absolute Blade Knight, Livarot

A key staple in many Royal Paladin decks is “Absolute Blade Knight, Livarot”! When Livarot enters the field from hand, you can Counter-Blast 1 to call a grade 2 card from your deck to an open rear-guard circle! If you don’t have any face up cards in your damage zone you can Soul-Blast 1 for this cost instead!

Essentially, you’re able to use Livarot to call ANY grade 2 from your deck to the field to further your strategy! Even when you have no face up cards in your damage zone, you can draw on your soul to use Livarot! This card was made to support Altmile, but the benefits that it brings to other Royal Paladin decks are also quite substantial!

Sword of Hope, Richard

An interesting grade 1 to be considered in your decks is “Sword of Hope, Richard”. By having three or more rear-guards, your rear-guards in the same column as this unit get ‘Intercept’!

This ability could be helpful to generate additional defence for you when you’re in a pinch! You could call cards with high defensive value in front of Richard to attack, before using them to guard opposing attacks.

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Oracle Think Tank

Benitoite Witch, YoYo

The Witches of Oracle Think Tank are making a resurgence, and leading the charge is “Benitoite Witch, YoYo”! This glamorous sorceress enhances the Witch playstyle, becoming the main vanguard leading the charge!

After your grade 3 or greater “Witch” vanguard attacked a vanguard during the first battle of the turn, if this card is on your vanguard circle or a front row rear-guard circle, you can Counter-Blast 1 and discard two cards from your hand to ride a grade 3 “Witch” card in your hand as Stand!

This ability works extremely well for the Witch archetype, giving the deck an additional attack as well as a re-ride to generate another Protect 1 marker! You’ll also be able to use your other Witch grade 3 vanguards to further your offense! (“Wisteria Witch, ZoZo” is the main target for YoYo, as you’ll be able to significantly buff your board with high Power when ZoZo attacks and reveals your Protect 1 markers in hand.)

Do note that this ability could be used more than once per turn if you have more than one copy of YoYo on the board, as long as your grade 3 vanguard attacks first during the battle phase.

Other than this, by riding over YoYo, you can either call this card to the field or gain an additional Protect! Such an ability allows you to either increase your board presence with more attackers to be buffed by ZoZo, or increase the number of Protect 1 markers in hand to increase the strength of ZoZo’s front row buff!

With so many substantial benefits that YoYo provides, this Witch deck will be quite dangerous to underestimate!

Jade Witch, TeTe

Supporting the Witch archetype well is the versatile “Jade Witch, TeTe”! When this card is discarded during your turn while you have a “Witch” vanguard, you can Soul-Blast 1 to call this card to the field!

This ability simply allows you to increase your board presence easily, especially when you discard this card to pay for the cost of YoYo’s reride ability!

Of course, TeTe’s main strength lies in its second ability. By putting it on the guardian circle, you can discard any number of sentinels in your hand, and give this unit +20 000 Shield for each card discarded! This allows you to form an impressive defence to stop almost any attack easily!

It’s worth noting that this ability will be able to bypass sentinel restrictions from attacking units, so you’ll have an easier time defending against such cards. (“Extreme Battler, Dosledge” is a key example of cards with sentinel restrictions.) Furthermore, TeTe’s ability can be used even when intercepting, offering a lot more defensive flexibility to the deck!

Citrine Witch, MuMu

Another key addition to the coven is “Citrine Witch, MuMu”! When MuMu is rode upon by a “Witch” unit, you draw a card! This simple ability gives you more card advantage easily, which will be beneficial for you in preparation for your grade 3 turn.

MuMu’s second ability is also quite helpful! By paying Soul-Blast 1 and Resting this rear-guard, you can look at five cards from the top of your deck and choose up to three “Witch” cards from among them. You then reveal them and add one card from among the revealed cards to your hand! Should you be unable to reveal three cards, you can put MuMu into your soul.

This ability allows you to filter through your deck for more Witch key pieces to be played! A neat trick you can do is to choose to reveal only one “Witch” card from the top five cards, so that you can put MuMu to soul and replenish your resources.

Wisteria Witch, ZoZo

With “Benitoite Witch, YoYo” shining the spotlight on the Witches of Oracle Think Tank, “Wisteria Witch, ZoZo” once again becomes an important offensive piece for the deck! When this vanguard attacks, you can reveal any number of Protect 1 markers from your hand. Three of your front row units then get +5000 Power for each card revealed!

This powerful first ability works well together with YoYo! You can use YoYo’s reride ability to ride ZoZo, before attacking with ZoZo and buffing your entire front row! Furthermore, YoYo can either become an additional attacker for ZoZo to buff, or generate more Protect 1 markers to increase the magnitude of ZoZo’s buff!

Other than this, when ZoZo’s attack hits a vanguard, you can Counter-Blast 1 to draw a card. Generally, you won’t be going into this ability often, but it can be nice to gain more card advantage for defensive purposes.

Cobalt Witch, PuPu

To accelerate your Protect marker generation, you can rely on “Cobalt Witch, PuPu”! By riding PuPu on a grade 1, you can discard a card from your hand to get a Protect marker! This ability prepares you for your offensive push with YoYo and ZoZo on turn 3, while also giving extra defence with the Protect 1 marker. It’s worth noting that you can discard “Jade Witch, TeTe” for this ability to increase your board presence on turn 2!

PuPu also serves as a powerful rear-guard! When it attacks, you can reveal one or more sentinels in your hand to give this rear-guard +5000 Power for each card revealed! Combined with ZoZo’s buff, you can expect PuPu to consistently hit ridiculously high numbers to overwhelm your opponent!

Seablue Witch, NiNi

Seablue Witch, NiNi” could also be run in your Witch deck to set up your game plan! If you have a “Witch” vanguard while this card is in your soul, this card gets grade +1. NiNi works well with “Scarlet Witch, CoCo”, which needs to Soul-Blast 1 grade 3 in order to accumulate more Protect 1 markers!

NiNi’s second ability is also really helpful. By moving this rear-guard into your soul, you can look at the top three cards of your deck, and rearrange on the top of your deck to your liking! Not only can you stack your triggers on top of the deck for your offensive push, you can also facilitate the use of CoCo’s ability.

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Genesis

Demise Queen, Himiko “Яeverse”

Under the influence of Void, Himiko gains ungodly power to become “Demise Queen, Himiko “Яeverse””! The pure “Oracle Queen, Himiko” has been transformed and given the gift of Lock.

When your turn ends, if you have a “Himiko” vanguard and your trigger effects activated twice or more this turn, and you have one or more rear-guards, you put all of your rear-guards to soul and Ride this card in your hand as Rest.

By riding into Himiko “Яeverse” at the end of your turn, you’ll be able to gain access to its defensive second ability! It also allows you to remove your rear-guards on the field to prevent field control decks from dealing with them, while also accumulating more soul for your other card abilities. (If you are riding into Himiko the following turn, this card will be able to generate more soul for you!) It could also be helpful in putting key Critical or Draw triggers into your soul to prepare for this card’s second ability!

Of course, the main highlight of Himiko “Яeverse” lies in its second ability! When this vanguard attacks or is attacked, you can Counter-Blast 1 to draw a card and put a Critical trigger or a Draw trigger in your soul on your rear-guard circle as a locked card. If you put a card, you activate that trigger effect once for each of your locked cards!

If you’re being attacked, it’s a good idea to use Himiko “Яeverse” to put a Draw trigger onto the field as a locked card. You’ll be able to increase your card advantage and give your vanguard defensive trigger Power to better defend against enemy attacks!

If you’re attacking, you’ll want to put a Critical trigger onto the field as a locked card to increase the Power and pressure of your attacks! A good thing to note is that you’ll be able to activate the attacking trigger effect twice if you’ve used Himiko “Яeverse” on your opponent’s turn! (This is because you’ll have a locked card on your field from its ability.)

Even against Link Joker, Himiko “Яeverse” will still be able to thrive. With the Star-vaders being able to lock your cards, you can utilise Himiko “Яeverse” to activate your trigger effects even more times!

This is a card that exemplifies what it means to be Яeversed. With new twists in its abilities and hidden strengths, Himiko “Яeverse” is a powerful vanguard that bolsters the Himiko build in Genesis.

Sunlight Goddess, Yatagarasu

Sunlight Goddess, Yatagarasu” returns to the V Series with renewed resolve! This vanguard boasts extraordinary strength, giving your offense huge benefits if you Soul-Blast specific cards with its ability.

When Yatagarasu attacks, you can Counter-Blast 1 and Soul-Blast 3 to perform the following effects according to the sum of the grades of the cards that were Soul-Blast for this cost.

If the sum of grades of the cards Soul-Blast is 5 or more, you can give your front row a significant +10 000 Power buff! If it is 7 or more, you can Stand two of your rear-guards. If it is 9 or more, you can draw two cards!

You’ll be able to mount an impressive offense if you Soul-Blast cards with high grades! Great attackers like “Phinomenus of the Constellations” and “Cosmic Regalia, CEO Yggdrasil” could benefit greatly from Yatagarasu’s Stand effect! To increase your chances of fully maximising Yatagarasu’s ability, you could consider using “Arcturus of Fervent Will” or “Mythical Destroyer Beast, Vanargandr” in your deck for their high grades in soul. (Vanargandr can put itself to soul after it attacks, so it instantly increases the number of high grade cards in your soul.)

Other than this, when your unit is put on the guardian circle, you can Soul-Blast 3 to give that unit +10 000 Shield! This ability fortifies your defence against more powerful attacks! If you have enough soul, you could potentially perform this ability more than once per turn.

Apple Witch, Cider

Apple Witch, Cider” is a unique grade 1 that has a lot of utility. After this rear-guard boosts, you can either Soul-Charge 1 and return this unit to your hand, or Soul-Charge 2! You’ll be able to either accumulate more cards in soul for your other card abilities, or bounce this back to your hand for its defensive purposes while still increasing your soul count. (This bounce effect also prevents your opponent from getting rid of Cider.)

When Cider is put on the guardian circle, you can put a card in your hand into your soul to give this guardian +5000 Shield for every three cards in your soul! With how easy it is to add cards to the soul in Genesis, you can expect Cider to gain enormous amounts of Shield to block opposing attacks! Furthermore, Cider could be used to put important cards into your soul for use later in the game! (You could use it to put “Arcturus of Fervent Will” from hand into soul to prepare for Yatagarasu’s ability.)

Strong Bow of the Starry Night, Ulixes

Strong Bow of the Starry Night, Ulixes” is an important staple in some Genesis decks! After this rear-guard attacks a vanguard, you can put this rear-guard into your soul to draw a card and Soul-Charge 1!

This helpful ability allows you to cycle through your deck further for your key pieces, while also accumulating more soul for your other card abilities! With so many cards in the clan that use high amounts of soul for their card abilities, you can expect to see Ulixes play a key role in building up your soul cards quickly.

White Phosphorus Sorcerer, Revoluta

White Phosphorus Sorcerer, Revoluta” is a helpful option that is extremely cost efficient for what it does! When you call this rear-guard, you can Counter-Blast 1 to reveal the top three cards of your deck, put one card from among them into your hand and put the rest into your soul!

Not only does this ability help you to search for cards you’ll need for your strategy, it also increases your soul count for your other card abilities!

Unappeasable Biter, Gleipnir

Unappeasable Biter, Gleipnir” is a must-have in most Genesis decks due to its splashable ability and decent attacking power!

When Gleipnir enters the field, you can Counter-Blast 1 to Soul-Charge 1 and add a card in your soul to your hand! This amazing effect allows you to grab ANY key pieces in your soul into your hand! If you need a grade 3 ride or an attacker that happens to be in your soul, Gleipnir can solve your problems instantly.

Other than this, when Gleipnir attacks, you can Soul-Blast 1 to give it a substantial +10 000 Power buff! This ability also synergises with “Mythic Beast, Fenrir”, as you could call the card Soul-Blasted for this cost as another attacker!

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Angel Feather

Cleanup Celestial, Ramiel “Яeverse”

Ramiel has succumbed to the Void, replacing her white wings for black feathers. With a domineering gaze, “Cleanup Celestial, Ramiel “Яeverse” “ has the power to annihilate anyone in her path!

When your battle phase begins, Ramiel “Яeverse” Counter-Charges 1! You then lock all of your rear-guards with different card names from the face up cards in your damage zone. For every two of your rear-guards, you can retire one of your opponent’s rear-guards and give this unit +20 000 Power for the turn!

Ramiel “Яeverse” has the potential to become a powerful attacker, but you will need to be mindful of your moves; make sure that your rear-guards have the same name as some of your face up cards in your damage zone so that you won’t have to lock them! If you do so, you’ll be able to remove key pieces on the enemy field, while also buffing the attack of Ramiel “Яeverse”.

This vanguard’s second ability exerts significant pressure on your opponent! When it attacks, you can Soul-Blast 1 grade 3 card to give this unit an additional drive! Then, you can force your opponent to Counter-Blast 2. If they were unable to do so, your opponent must call the same number of cards as the number of cards in your damage zone for this battle!

As the game goes on, this ability’s value continues to increase as you accumulate more cards in your damage zone while your opponent’s damage zone has fewer and fewer face up cards. Ramiel “Яeverse” can potentially force 5 cards from your opponent’s hand for its attack! Combined with the additional Power from this card’s first ability, and your opponent will find Ramiel “Яeverse” extremely difficult to deal with as the game drags on!

Emergency Celestial, Danielle

Emergency Celestial, Danielle” helps to set up your field to prepare for Ramiel’s game plan! When Danielle enters the field from hand, you can discard a card from your hand to call a card with the same card name as a face up card in your damage zone from your deck! If you called a non-“Celestial” card, you Counter-Blast 2.

This ability allows you to increase your board presence with specific units such that the Celestial game plan can be well organised! Of course, you could use Danielle to call other non-”Celestial” cards from your deck, but you will need to pay the additional Counter-Blast 2.

Nursing Celestial, Narelle

With a variety of effects, “Nursing Celestial, Narelle” is a key piece for a Celestial build. If you have a “Celestial” vanguard when your main phase begins, you can put this rear-guard into your damage zone to draw a card and put a grade 2 or less face up card in your damage zone into your soul!

This card will be able to increase your card advantage and accumulate more soul for your other card abilities! (For example, “Candle Celestial, Sariel”, “Black Mapping, Salaphiel” and Narelle’s second ability.)

Should Narelle be in the damage zone, you can Soul-Blast 1 to put a “Celestial” card with a different card name from the face up cards in your damage zone from your deck! If you put it into your damage zone, Narelle goes to soul! This allows you to set up your damage zone with other Celestial cards so that you can have a great offense with Ramiel or Ramiel “Яeverse”! Furthermore, Narelle refunds the soul that was used for this ability, so you will still have ample soul for your other card effects that Soul-Blast.

Bosker Surgeon, Asphael

Bosker Surgeon, Asphael” helps to set up your damage zone for the Celestial playstyle. When Asphael enters the field from hand, you can Counter-Blast 3 and heal three cards in your damage zone. Then, you put three cards in your drop into your damage zone!

Should your damage zone contain cards that have different card names from your rear-guards, you can use Asphael to reset your damage zone and put any key “Celestial” pieces that have the same name as your rear-guards in your drop to the damage zone! An interesting thing that you could do with Asphael is to put Narelle in your drop into the damage zone to activate its ability and further prepare your damage zone!

Shake Patch Angel

Shake Patch Angel” is a strong card that does many things for an Angel Feather deck!

During your turn, this unit can gain +3000 Power for each card in your damage zone. As your cards in your damage zone increase, you can expect this card to become more and more powerful!

Furthermore, when this unit is rode upon, you can put this card into your damage zone face down to call a card from your damage zone to the field! You could use this on turn 3 to call down impactful units in your damage zone to further your offense.

Black Mapping, Salaphiel

A key staple in most Angel Feather decks is “Black Mapping, Salaphiel”! When it enters the field, you can Soul-Blast 1 to heal a card in your damage zone. If you healed, you deal one damage to your vanguard! Such an ability can only be used by a card with the same card name once per turn.

This powerful ability could potentially reveal triggers from the damage check which you could give to your units! It could also be helpful in putting key Celestial cards to your damage zone. Such a card works well to significantly enhance key attackers. (For example, Ramiel “Яeverse”.)

Salaphiel can be a great attacker as well, gaining +10 000 Power if a new card was put into your damage zone during your turn! Given how easy it is to put new cards into your damage zone every turn in Angel Feather, expect to see Salaphiel as a powerful attacker every turn.

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Shadow Paladin Banner

Revenger, Raging Fall Dragon “Яeverse”

One of the strongest dragons has fallen to the will of Void! “Revenger, Raging Fall Dragon “Яeverse” “ enters the fray with destruction on its mind! With crimson and white armour, this Abyss Dragon can be a powerful finisher for the Raging Form deck.

By locking one of your “Revenger” rear-guards, you can give three of your “Revenger” units on the field +5000 Power! This ability can be used more than once per turn, so you can lock three of your rear-guards to strengthen three of your Revenger attackers with +15 000 Power! This ability also ties in with Raging Fall’s second ability.

After it attacks, you can Counter-Blast 3 and discard three cards from your hand to lock up to two of your Stand rear-guards! This cost is reduced by Counter-Blast 1 for each of your locked cards. Then, if you have two or more locked cards or five cards in your damage zone, you Stand this vanguard!

This powerful ability allows you to Stand your buffed vanguard to attack your opponent once more! With more locked cards on the field, the cost for this ability becomes more affordable! You can use this card’s first ability to prepare your board with locked units to enable this.

This card can either be a finisher or an alternative grade 3 ride for the Raging Form deck! If you choose to use this as a finisher, you’ll want to superior ride into Raging Fall when you’re at 5 damage so that you can Stand this vanguard again, as you might not have any locked cards on the field to enable the Stand effect. You’ll also need at least three face up cards in your damage zone to pay for the Stand effect.

If you’re using Raging Fall as an alternative grade 3 ride, you’ll be able to consistently achieve the Stand effect every turn just by using the card’s first ability. Of course, do be careful to not overextend and discard too many cards for this ability.

“Overcoming Revenger, Rukea

Overcoming Revenger, Rukea” joins the ranks of the Revengers ready to fight for Shadow Paladin! When this unit is rode upon by a “Revenger” unit, you can look at the top three cards of your deck and add a “Revenger” card with grade equal to or less than your opponent’s vanguard to your hand!

Other than this, this rear-guard can gain +5000 Power if there is a grade 1 “Revenger” rear-guard in the same column! As such, Rukea can attack with effective numbers consistently! This ability also can remain active during your opponent’s turn, so it can become more difficult for your opponent to attack into Rukea.

Self-Control Revenger, Rakia

Alongside Rukea is “Self-Control Revenger, Rakia”, which has great field building abilities! When your grade 3 “Revenger” vanguard rides over a grade 2 while this card is in your soul, you can call a grade 1 “Revenger” card from your deck to the field as Rest!

In a deck filled with many Revenger cards, you can easily ensure that Rakia’s ability activates when you ride up to grade 3! You’ll be able to increase your board presence with helpful Revenger rear-guards! (For example, “Transient Revenger, Masquerade” or “Dark Armor Revenger, Rinnal”.)

This rear-guard also helps to increase your board presence with other great Revenger cards! By paying Soul-Blast 2, you can call a grade 2 “Revenger” card in your drop to a rear-guard circle in the same column as this unit! You’ll be able to revive key grade 2 rear-guards in your drop, like “Nullity Revenger, Masquerade” and Rukea!

Fallen Dive Eagle

Fallen Dive Eagle” is an interesting defensive option for some Shadow Paladin decks! When this rear-guard intercepts for the battle that your opponent’s rear-guard is attacking, you can prevent one of your units from being hit during that battle!

Essentially, this card is a pseudo-Perfect Guard that can block a rear-guard attack! Another great thing to note about this card is its 5000 base Power, which allows you to use “Skull Witch, Nemain” to superior call this from your deck! You could also use cards like “Coolbau” to retrieve this card in your drop.

In general, you want to protect this card from opposing attacks so that you can use it to block a high-powered attack from your opponent’s rear-guard.

Abyssal Owl

A key component of many Shadow Paladin decks is “Abyssal Owl”. When it enters the field, you can Counter-Blast 1 to draw a card! However, if you and your opponent’s vanguard have the same grade, you can Soul-Blast 1 for this cost instead!

This card will easily generate card advantage for you whenever it enters the field. While its 5000 base Power may seem lacklustre, it allows you to use powerful toolbox cards like “Skull Witch, Nemain” and “Dragwizard, Liafail” to search your deck and call this card to the field! You’ll definitely want to consider running a few copies of this in your Shadow Paladin deck.

Strict Order Knight, Liuails

Strict Order Knight, Liuails” is a powerful rear-guard that specifically works well with Luard. While it only has 5000 Power, it’s still able to become a significant attacker and supporter for the deck! If you have five or more grade 1 rear-guards, this rear-guard gets +15 000 Power!

With how easy it is to maintain a board of grade 1 units, you can expect Liualis to maintain that 15 000 Power buff easily! (Even on your opponent’s turn!) In the Luard deck, you have access to cards like “Dragwizard, Liafall” and “Dragdriver, Luard” that can call Liualis from the deck, so you can almost always have access to it at any point of the game!

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Gold Paladin

Salvation Lion, Grand Ezel Scissors

To counter the impending invasion of Void, the hero of salvation returns to the front lines. “Salvation Lion, Grand Ezel Scissors” crashes through the gates of darkness to bring hope to those who have lost the will to fight against Lock!

Grand Ezel Scissors’ first ability combines the strengths of all other Ezel cards! By putting a grade 3 “Ezel” card in your hand into your soul, this vanguard gains all of the abilities of the grade 3 “Ezel” cards not named “Salvation Lion, Grand Ezel Scissors” in your soul! You’ll be able to combine the powers of “Incandescent Lion, Blond Ezel, “Raven-haired Ezel” and “Blazing Lion, Platina Ezel” together to unleash an uber-powerful attack!

This card’s second ability is just as powerful! If your opponent’s vanguard is grade 3 or greater and you have two or more grade 3 cards in your soul, you can Counter-Blast 1 to give this vanguard an additional drive, and prevent your opponent from using their vanguard AUTO abilities! You then unlock all of your locked cards!

This ability adds even more pressure to your vanguard attack, as you can superior call more units from your drive check and reveal more triggers (from Platina Ezel’s ability)! With Raven-haired Ezel in the mix, your opponent will be forced to guard this furious barrage without using sentinels!

Furthermore, by disallowing your opponent from using their vanguard AUTO abilities, it would make it harder for them to disrupt your offensive strategy! In particular, this effect prevents “Star-vader, Chaos Breaker Dragon” from using its removal and Gift stealing effect when your units are unlocked. It can also counter cards that have defensive capabilities when attacked! (Key examples include “Sunrise Ray Knight, Gurguit” and “Sunlight Goddess, Yatagarasu”.)

Knight of Passion, Bagdemagus

Another old face returns to the fray! “Knight of Passion, Bagdemagus” is a great supporting attacker for the Ezel build. This rear-guard gains +5000 Power for each grade 3 “Ezel” in your soul with different card names. With how easy it is to accumulate grade 3 Ezel cards in your soul (whether it be from superior riding or card abilities), you can count on Bagdemagus to be a hard hitter!

Furthermore, if your soul has two or more grade 3 cards, Bagdemagus can battle all of your opponent’s units in a column! This gives the Ezel deck field control to deal with pesky rear-guards in your opponent’s back row.

Sacred Twin Beast, White Lion

Sacred Twin Beast, White Lion” rampages onto the field as a great supporter for Ezel! When this unit’s attack or an attack it boosted hits a vanguard, you can add to two grade 3 “Ezel cards” from the top six cards of your deck into your hand!

White Lion gives the Ezel deck a lot more consistency in hitting the ideal grade 3 Ezels for its superior ride plays! Furthermore, it allows you to increase your soul for your other card abilities and also accumulate grade 3 Ezel cards in your soul to be utilised by Grand Ezel Scissors!

Battlefield Storm, Sagramore

A key card in some Gold Paladin decks is “Battlefield Storm, Sagramore”. When Sagramore enters the field from hand, you can Soul-Blast 1 to draw a card and call a card from your hand to the field!

Such an ability may seem simple, but the implications of this effect are huge. You can use this card to cycle through your deck for more key pieces, increase your board advantage, and even create even more attacks during your battle phase! (You can use cards that can call Sagramore from hand during your battle phase, like “Flame Wind Lion, Wonder Ezel” and “Mach Slash Dragon”.)

This ability also enables card abilities that activate when they are called to the field from hand! (Examples include “Listener of Truth, Dindrane” and Sagramore.) It can also activate other card abilities that consider rear-guards that were placed by a card’s effect. (“Sunrise Ray Knight, Gurguit” can give the units called by Sagramore +5000 Power for each of your additional rear-guard circles!)

Overall, Sagramore represents the best of Gold Paladin, with great versatility in use and innate offensive potential!

Flame Wind Lion, Wonder Ezel

Flame Wind Lion, Wonder Ezel” is another important card in some Gold Paladin decks, and even more so for Ezel! If this unit is on your vanguard circle, you can Soul-Blast 1 and retire a “Crimson Lion Beast, Howell” rear-guard to ride an “Incandescent Lion, Blond Ezel” from your deck as Stand, and give it -1 drive for the turn!

Wonder Ezel allows you to superior ride to grade 3 quickly, such that you can gain an Accel marker and put your offensive game plan into play quickly. It also gives you access to Blond Ezel’s abilities, so you can superior call a rear-guard from hand when it attacks! Therefore, it’s important that you run a full playset of this card to maximise the chances of using its superior ride effect.

This superior ride effect is a mainstay of Ezel decks, but it can also be included in other Gold Paladin decks as well! (Gurguit players can definitely consider using Wonder Ezel for this purpose, as they already use this card for its second effect.)

Like Sagramore, Wonder Ezel’s second ability is simple but effective! By calling Wonder Ezel, you may call a card from your hand to the field!

Wonder Ezel’s ability increases your board presence, can help to create more attacks during your battle phase, enables card abilities that have the “when placed from hand” clause, and activates abilities that consider rear-guards called by card effects! As such, Wonder Ezel is a key component for Gurguit and Ezel decks as it heightens their offensive potential!

Crimson Lion Beast, Howell

Crimson Lion Beast, Howell” is another essential piece for Ezel decks! After this rear-guard boosts, if you have an “Ezel” vanguard, you can Counter-Blast 1 and put this unit into your soul to draw a card and call a card from your hand to the field!

Howell will be able to cycle through your deck for more key pieces, increase your board presence, create more attacks and activate other card abilities! (Card effect clauses like “when placed from hand” clauses or “when placed by a card’s ability” can be activated by Howell.)

Other than this, Howell is a part of the superior ride conditions for Wonder Ezel! As such, you’ll want to run this card as a 4-of in your deck if you want to superior ride more consistently!

Like Wonder Ezel, Howell can be used in a pure Ezel build, or even with other Gold Paladin builds that utilise the superior ride of Wonder Ezel. (Gurguit players generally run this card as a four-of just to take advantage of the superior ride engine.)

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Dragon Empire Banner

Kagero Banner

Dauntless Dominate Dragon “Яeverse”

The power of Void has also overtaken the fearless old general of Kagero! Now, “Dauntless Dominate Dragon “Яeverse” ” swoops in with unnatural bloodlust! Clad in a lustrous dark armour, this deadly dragon stands ready to fight for its new master.

When your drive check reveals a normal unit, you can Counter-Blast 1 to put that card on your rear-guard circle as a locked card to give this card +10 000 Power and an additional drive for that battle!

This ability allows you to gain more drive checks when you reveal normal units, so you can dig through your deck to find more triggers! Furthermore, it gives Dauntless Dominate even more Power so that it can break through your opponent’s guard!

This card’s second ability is just as dangerous for your opponent! After this vanguard attacks, you can Soul-Blast 1 to unlock all of your locked cards and retire those units. For each unit retired this way, your opponent retires three of their rear-guards. If they did not retire two or more rear-guards, they lose a marker on their circles!

You’re able to get rid of multiple rear-guards at once while potentially removing the important Imaginary Gifts that are a cornerstone of many decks’ game plans! By accumulating more locked cards with Dauntless Dominate’s first ability, this effect becomes even more potent!

As is the case with other Яeverse forms, Dauntless Dominate synergises well with “Dauntless Drive Dragon”. By riding this card over Dauntless Drive, you can make use of Dauntless Drive’s abilities together with Dauntless Dominate! You can use Dauntless Drive to give a rear-guard +10 000 Power when you reveal two or more normal units during your drive check; Dauntless Dominate allows you to cycle through your deck to check even more normal units! Then, you can Stand Dauntless Dominate via Dauntless Drive’s second ability to pressure your opponent once more with another vanguard attack!

Blazing Flare Dragon

Veteran Kagero players willdefinitely remember “Blazing Flare Dragon”! Now, this iconic dragon sets the battlefield ablaze and rainhellfire on its enemies!

To use Blazing Flare’s ability, you can Soul-Blast 1 or more cards to retire one of your opponent’s rear-guards for each card that was Soul-Blast for this cost! However, if this card is your vanguard and you Soul-Blast 5 or more, you can destroy all markers on your opponent’s field and Protect markers in their hand!

This powerful ability will become a great hindrance to your opponent’s game plan. Not only do they lose their key rear-guards, they also lose the precious Imaginary Gifts that they have worked to accrue. In particular, Accel clans and Force clans will be most affected by this marker removal effect. Accel decks will have fewer rear-guard circles to launch attacks on your opponent, and Force clans will see their units hit with less Power and pressure. As such, you can expect Blazing Flare to be a dangerous foe that makes it more challenging for your opponents to mount an offense.

Other than this, when Blazing Flare attacks, you can Soul-Charge 1. However, if your opponent is grade 3 or greater and your opponent has no rear-guards, Blazing Flare can gain a +10 000 Power buff! This ability helps to regenerate soul for Blazing Flare’s first ability, while also making it an effective attacker. Given that there are so many cards in Kagero that can retire your opponent’s rear-guards, you can rest easy knowing that Blazing Flare can consistently be a good attacker!

Dragonic Lawkeeper

Dragonic Lawkeeper” is another Kagero classic that finally debuts in the V Series! With great disruption tools, you can expect to hinder your opponent’s offense and defense greatly!

At the start of each battle phase, you can Counter-Blast 1 and Soul-Blast 1 to force your opponent to bind one of their rear-guards for every three of your and your opponent’s rear-guards! When that turn ends, your opponent gets to call the bound cards to the field, but their cards’ AUTO abilities cannot activate from this call.

This ability will be especially helpful in hindering your opponent’s offense! Should your opponent commit more rear-guards to the field, Lawkeeper’s effect grows even stronger, allowing you to bind even more of their rear-guards. As such, Lawkeeper can become quite effective against Accel decks that can fill their board with rear-guards easily. (The Silver Thorn and Hammsuke decks are key examples of this.)
It can also be effective during your turn, as you can potentially get rid of intercepting units that can block your attacks!

Lawkeeper’s second ability is just as versatile on offense as it is on defense! If your opponent has no back row rear-guards, all of your units gain a +5000 Power buff! If your opponent’s vanguard is grade 3 or greater and they have no rear-guards, all of your units gain an additional +5000 Power!

This ability can buff your board greatly based on the opponent’s board state! If your opponent chooses to bind their back row rear-guards for Lawkeeper’s first ability instead of their front row attackers/ defenders, they will find it more difficult to land blows on your vanguard/ defend against your attacks! Furthermore, vanguard-centric decks that do not need rear-guards will find themselves struggling against Lawkeeper’s continuous +10 000 Power buff to the field!

In order to play Lawkeeper well, you’ll want to ensure that you have a board full of rear-guards in order to maximise both of Lawkeeper’s abilities!

Dragon Dancer, Frema

One great support for many Kagero builds is “Dragon Dancer, Frema”! By calling this rear-guard during your turn while you have two or more grade 3 or greater units, you can Soul-Blast 1 to retire all enemy rear-guards in the same column as this unit! If two or more rear-guards were not retired, you can draw a card!

Frema will be able to get rid of key attackers and boosters in the same column! Even if you can’t maximise the full value from this retire, you can still draw through your deck to find cards that you need! This ability will be more effective in decks that can put out more than one grade 3 unit on the field, like “Blazing Flare Dragon” and “Dragonic Blademaster “Souen” “!

Furthermore, Frema can gain ‘Boost’ if your opponent has no rear-guards! This allows it to become an effective supporter for your grade 3 units, as you’ll be able to hit ideal numbers for your attacks! Once again, this ability works best with other grade 3 units on the field. (You could use Frema to boost the Vision token generated by Blademaster!)

Volantruber Dragon

Volantruber Dragon” is an effective field control tool for your Kagero deck that also increases your board presence! When you enter your main phase, you can call this card in your soul to the field if your opponent has no rear-guards! This allows you to add an additional attacker or booster to the field for absolutely no cost. Given how easy it is for Kagero to clear enemy lines, you can expect this card effect to be active consistently.

Other than this, you can Counter-Blast 1 and retire this rear-guard to choose one of your opponent’s rear-guards, and retire all of their rear-guards with the same grade as the chosen unit! This field removal effect will be especially effective against decks that usually rely on a specific grade of cards to mount their offense. (For example, the Luard and Sanctuary Guard builds rely heavily on grade 1s for their game plan, the Altmile deck requires grade 2 rear-guards to support on offense and defence, and the Astral Poet deck needs many grade 3 Astral Poets for an offensive push with “Giant Deity of Distant World, Valkerion”.)

Heatshot Dragon

A great supporter for vanguard-centric Kagero decks is “Heatshot Dragon”! When you ride this card as your vanguard, you can discard a card from your hand to draw a card. This simple ability allows you to cycle through your deck further for key pieces!

Of course, the core strength of Heatshot Dragon lies in its second ability. After this unit boosted a grade 3, if that boosted unit is Stand, you can Stand this rear-guard! This ability allows Heatshot Dragon to boost your powerful vanguard that has Stand again from its card ability! ( “Dragonic Overlord “The X” “ and “Dauntless Drive Dragon” are great vanguards that benefit from this effect.)

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Murakumo

Covert Demonic Dragon, Hyakki Vogue “Яeverse”

Covert Demonic Dragon, Hyakki Vogue “Яeverse” “ is a classic Яeverse unit that makes its return! This crimson ninja wields the gift of the Void expertly to overwhelm and overrun foes with its superior clones!

Firstly, Hyakki Vogue “Яeverse” is also considered as “Covert Demonic Dragon, Hyakki Vogue” in your deck and on your vanguard and rear-guard circles! This allows you to call this unitwith Hyakki Vogue’s ability, and and give it a +10 000 Power buff!

Hyakki Vogue “Яeverse” also allows you to Soul-Blast 1 to call up to three cards from your deck with the same name as this unit! However, you need to lock the same number of rear-guards as the number of units called. This allows you to increase your board presence with clones of Hyakki Vogue “Яeverse”! With its first ability in effect, you can also choose to call the original Hyakki Vogue!

Finally, when your locked card is unlocked during your end phase, you can return one of your rear-guards to the bottom of your deck to bounce one of your rear-guards to hand! You could return your Hyakki Vogue rear-guards back to deck to be used again next turn, and regain card advantage by returning the units locked by Hyakki Vogue “Яeverse” to hand! (Like grade 1s and 0s that can provide defensive help.) You could also bounce a copy of Hyakki Vogue “Яeverse” to ride into the following turn!

Platinum Blond Fox Spirit, Tamamo

The sacred fox spirit looks favourably upon “Stealth Fiend Chief, Nura Hyouga” and the Stealth Fiends. “Platinum Blond Fox Spirit, Tamamo” supports the Stealth Fiend archetype as an impactful rear-guard!

When you reveal this card during your drive check, you can call it to the field for an additional attack! Given that Nura Hyouga can gain additional drives for every 2 different “Stealth Fiend” rear-guards on your field, you’ll have additional opportunities to superior call this rear-guard during your battle phase!

When Tamamo is called, you can change this unit’s card name to that of another card’s card name in your drop! This ability could be used to activate other card abilities that revolve around card names! (It could copy the name of “Stealth Fiend, One-Eyed Nyudo” so that you can use the original One-Eyed Nyudo’s full capabilities, or it could copy the name of any card in your drop, so that “Stealth Fiend, Morote Surveillant” can potentially add any card in your drop to your hand should its attack fail to hit.)

Tamamo’s last ability works when it is your vanguard or as a rear-guard! When it attacks while you have three or more different “Stealth Fiend” rear-guards, you can Soul-Blast 1 to give Tamamo +10 000 Power and an additional drive! Should this card be on a rear-guard circle, you can return it to your hand! Tamamo thus serves as an effective attacker on the field no matter where it is. Should it be called as a rear-guard, you’ll still be able to reuse it the following turn!

Special Stealth Beast, Weasel Black

The Special Stealth Beasts have found their leader! Holding its secret ninja tools with pride, “Special Stealth Beast, Weasel Black” finesses its way into the battlefield! While this vanguard has 8000 base Power, it becomes stronger when surrounded by its Special Stealth Beast allies!

When Weasel Black is ridden as your vanguard, you can call a “Special Stealth Beast, Weasel Red” from your deck! Weasel Red allows you to Counter-Blast 1 to discard any number of cards from your hand and call to the field the same number of “Special” cards as the number of cards discarded! This play increases your board presence easily with ideal “Special” units that give buffs to your other “Special” allies!

Weasel Black also gives a +2000 Power and +5000 Shield buff to all “Special” units! Your “Special” allies will be able to hit for higher numbers and defend against high-powered attacks more easily!

Finally, when Weasel Black attacks a grade 3 or greater vanguard, you can Counter-Blast 1 and return 4 normal units in your drop to the bottom of your deck to Stand 4 different grade 2 or less “Special” rear-guards!

With cards like “Fantasy Petal Storm, Shirayuki” to reduce your opponent’s Power, you can ensure that yourrear-guards become a lot more threatening. Combine the strength of the Special Stealth Beasts for a relentless barrage of attacks!

Stealth Rogue of Indignation, Meomaru

Stealth Rogue of Indignation, Meomaru” is a phenomenal support for the Hyakki Vogue deck! When this rear-guard attacks, you can Soul-Blast 1 to give all rear-guards with the same name as your vanguard +5000 Power for the turn!

Meomaru will be able to buff all of your rear-guards on top of Hyakki Vogue’s ability to force out more shieldfrom your opponent!

This card can also be used together with “Samurai Chieftain, HYU-GA”! Since HYU-GA changes all the card names of all units to its own card name, Meomaru’s effect can easily activate to buff your entire board!

Knight of Desolation, Fionnuala

Another important card for some Murakumo decks is “Stealth Rogue of Noh Masks, Awazu”. By calling this rear-guard, you can discard ANY card from your deck. Then, Awazu gains that card’s card name!

Awazu is a great help in the Yasuie build, allowing you to filter out key pieces in your deck so that they can be superior called to the field by “Stealth Rogue of Revelation, Yasuie”. Specifically, it could be used to put “Ambush Demon Stealth Rogue, Yasuie Tenma” into your drop so that you can initiate Yasuie’s superior ride effect during your battle phase!

Stealth Beast, Metamorfox

A great support for the name-changing playstyle that some Murakumo decks incorporate is “Stealth Beast, Metamorfox”! By calling this rear-guard, you can change this rear-guard’s card name to your other unit’s card name!

Metamorfox is extremely beneficial to the Hyakki Vogue build, as you can change its name to also become “Covert Demonic Dragon, Hyakki Vogue”. Then, you can use Hyakki Vogue’s ability to increase the number of clones on the field and give all clones +10 000 Power! Since this rear-guard’s name is now Hyakki Vogue, it will benefit from the buff!

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Narukami

Sealed Demon Dragon, Dungaree

A vintage Narukami boss also returns to the V Series! Free from its mystic shackles, “Sealed Demon Dragon, Dungaree” wields its lightning arrows, ready to unleash divine wrath on enemies!

This powerful vanguard has a phenomenal 17 000 base Power, 2 Critical and ‘Triple Drive’, but you’ll need to unseal it very turn to gain access to its full power!

When your battle phase starts, if your opponent’s vanguard is grade 3 or greater, you can bind the top card of your deck. This ability is important in preparing your bind zone with sufficient cards for Dungaree’s second ability.

When Dungaree attacks, you put all cards in your bind zone into your drop. Then, you perform the following effects based on the number of cards put from the bind zone to the drop this way!

If 2 or less cards were put, Dungaree loses 10 000 Power, 1 Critical and 2 drives! To make sure this doesn’t happen, you should prepare 4 or more cards in your bind zone for this ability.

If 4 or more cards were put, your opponent is forced to bind a card from their hand! By reducing your opponent’s hand size, it makes it more difficult for your opponent to deal with your deadly vanguard!

If you’re able to put 5 or more cards in your bind zone to your drop, you can return three cards in your drop to your deck, and shuffle it! This can return key pieces or triggers in your drop to your deck to be revealed during drive checks!

Dungaree is an extremely powerful unit that needs a strong supporting cast to be consistently threatening. Let’s take a look at the other cards that can make the Dungaree deck more consistent!

Exorcist Mage, Ren Ren

Exorcist Mage, Ren Ren” is an important card that supports Dungaree. When another unit rides over Ren Ren, you can Counter-Blast 1 to bind a card from the top two cards of your deck, and put the other to your hand! This allows you to build up the number of cards in your bind zone in preparation for Dungaree’s ability and increases your hand size at the same time!

Ren Ren also doubles as a powerful attacker! By paying Counter-Blast 1 and binding the top card of your deck, you can give this rear-guard +5000 Power for each grade of the card bound for this cost! If you bound a grade 0, you can draw a card instead. Once again, this helps to increase the number of cards in your bind zone and can potentially allow Ren Ren to hit high numbers, and you dont lose out even if you bind a grade 0.

Exorcist Mage, Miu Miu

Another important card supporting Dungaree is “Exorcist Mage, Miu Miu”. When this vanguard is rode upon, you can look at the top card of your deck, and bind it or leave it on the top of your deck. This helpful effect can either increase your bind zone count or give you more information on the top card of your deck! You could use this knowledge to reveal key pieces or triggers during your drive check!

If your opponent is grade 2 or greater, you can Soul-Blast 1 and bind a card from your hand to draw a card! You’ll be able to cycle through your deck for more key pieces and increase your bind zone count!

Jaggy Shot Dragoon

Jaggy Shot Dragoon” is a key staple in Vanquisher decks that can also work well with Dungaree! When it attacks a vanguard, you can bind a card from your hand to bind one of your opponent’s front row rear-guards. If your opponent has no front row rear-guards, you draw a card!

Jaggy Shot will be an effective attacker that removes your opponent’s key attackers and cycles through your deck for more key pieces! It can increase the number of cards in your bind zone for Dungaree’s ability, but it is also helpful in activating your other card effects in the Vanquisher deck! (Cards that have the “bound from hand” clause like “Dragonic Vanquisher “FULLBRONTO” “ and “Demonic Dragon Berserker, Chatura”.)

Jaggy Shot’s second effect is more pertinent to the Vanquisher playstyle. After it attacks, if your vanguard is “Dragonic Vanquisher”, you can put this rear-guard into your soul to draw a card. Not only does this replenish your soul for other abilities, it also increases your hand size and removes itself from the board to prevent removal plays from your opponent! It also adds a grade 3 in your soul to fuel Vanquisher’s second ability.

Dragon Dancer, Barca

Another great support for both Vanquisher and Dungaree is “Dragon Dancer, Barca”! After this rear-guard attacks, if your vanguard is grade 3 or greater, you can Soul-Blast 1 and bind a card from your hand to draw a card and force your opponent to move one of their back row rear-guards to an open front row rear-guard circle!

Like the other Narukami cards showcased here, Barca can cycle through your deck for more key pieces and increases your bind zone count for Dungaree’s ability! It also activates Vanquisher support cards that have “when bound from hand” clauses! Other than this, it also disrupts your opponent’s board by moving key boosters to the front row so that they can be removed!

Dragon Knight, Zubayr

Dragon Knight, Zubayr” is another interesting card to be considered for your Dungaree deck! When this rear-guard enters the field, you bind one of your rear-guards.

Zubayr also is a powerful attacker, gaining +10 000 Power during your turn with no further requirements or costs! It would definitely be a valuable piece of offensein the Dungaree deck that also allows you to commit your resources for other card abilities.

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Nubatama

Covert Demonic Dragon, Magatsu Storm “Яeverse”

The darkness shrouded over “Covert Demonic Dragon, Magatsu Storm” has materialised as a sinister reflection of the ninja dragon. “Covert Demonic Dragon, Magatsu Storm “Яeverse” “ cuts through the light to engulf the world in its evil!

By calling this rear-guard due to your “Magatsu” vanguard’s ability, you lock all non-”Magatsu” rear-guards and give the rest of your units a significant +5000 Power! Should your opponent’s vanguard be grade 3 or greater, you can Counter-Blast 1 and discard two cards from your hand to give this rear-guard the ability to perform drive checks when it attacks!

By using Magatsu Storm’s superior call ability, you can call this rear-guard to buff your attackers and supporters and cycle through your deck to potentially reveal more triggers during this rear-guard’s drive check!

When Magatsu Storm “Яeverse” is retired from a rear-guard circle during your opponent’s turn, you can Soul-Blast 1 to return this card to your hand and force your opponent to discard a card from their hand! Not only do you gain the opportunity to reuse this powerful rear-guard the following turn, you also reduce your opponent’s hand size! Other than your opponent choosing to retire this unit (whether by card effects or manually attacking into it), you can also use Magatsu Storm’s pseudo Perfect Guard effect to activate this ability!

Stealth Dragon, Royale Nova

The classic “Stealth Dragon, Royale Nova” returns to support the Magatsu playstyle! When Royale Nova enters the field, you can put up to one “Magatsu” card from the top two cards of your deck into your hand, allowing you to search for other “Magatsu” cards at no cost!
Royale Nova is no slouch at attacking either, gaining +6000 Power when it attacks! At the end of your turn, you can return this unit to the bottom of your deck. Together with your grade 1 booster, you can formattacking columns with optimum numbers! You can also avoid returning Royale Nova to the deck by using boosters like “Stealth Beast, Jadouneko” and “Stealth Dragon, Magatsu Breath” to bounce Royale Nova into your hand!

Stealth Dragon, Unen

Stealth Dragon, Unen” is an extremely versatile grade 1 for many Nubatama decks! When you ride on Unen, you can Soul-Blast 1 and reveal a grade 3 normal unit in your hand to add to your hand a grade 3 card with a different card name from the card revealed for this cost from your deck, and return a card in your hand to the bottom of your deck. This effect can be used to obtain your ideal grade 3 ride, your main grade 3 attacker, or even a Heal Guardian from your deck! (Heal Guardians cannot be revealed for this ability’s cost though!)

Other than this, after Unen boosts a rear-guard, you can put that rear-guard into your soul to return two of your rear-guards to your hand! You’ll be able to increase your hand size from this, but you can also use it to put key grade 3s into your soul! (In a Hanzo deck, you can put “Evil Dragon Akatsuki, Hanzo Tasogare” into your soul so that it can be superior called again when your “Hanzo” vanguard attacks. In a Magatsu deck, you can put any grade 3 into your soul to instantly activate Magatsu Storm’s superior call effect. You can even use it to fully activate “Shura Stealth Dragon, Jamyocongo” to decimate your opponent’s hand!)

Stealth Dragon, Magatsu Gale

A key staple in most Nubatama decks is “Stealth Dragon, Magatsu Gale”. When this enters the field, you can Counter-Blast 1 and Soul-Blast 1 to draw a card and give this unit +6000 Power! With Magatsu Gale, you’ll gain card advantage and have a sizable attacker on the board!

Furthermore, after this rear-guard attacks, you can put this rear-guard into your soul to return another rear-guard to your hand. Not only does this replenish soul and return another card to hand for later use, it also activates Magatsu Storm’s ability to allow you to superior call more rear-guards!

Stealth Beast, Jadouneko

Stealth Beast, Jadouneko” is an important card for the Magatsu build! This card in your soul gets grade +2 if you have a “Magatsu” vanguard! This helps with Magatsu Storm’s second ability, which requires you to Soul-Blast 1 grade 3!

Furthermore, after Jadouneko boosted, if you have a “Magatsu” vanguard, you can put this rear-guard into your soul to return any number of normal unit rear-guards to your hand! Not only does this allow you to increase your hand size after attacking, it also instantly activates Magatsu Storm’s ability! So, you’ll be able to guarantee the 5 attack beatdown that the deck is able to achieve quite consistently!

Stealth Dragon, Magatsu Breath

It’s important to run cards like “Stealth Dragon, Magatsu Breath” in a Magatsu deck. By calling this rear-guard while you have a “Magatsu” vanguard, you can give it +3000 Power! With how easy it is to have a Magatsu vanguard (as you should be running all Magatsu cards as 4-ofs in your deck), you can expect Magatsu Breath to be a consistently strong supporter for your offense!

Furthermore, after this rear-guard attacks or boosts, you can Soul-Blast 1 and discard a card from your hand to return all rear-guards in the same column as this unit to your hand! You can use this ability to return key pieces back into your hand and also activate Magatsu Storm’s superior call effect!

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Tachikaze

Military Dragon, Raptor Colonel

A vintage Tachikaze boss finally makes it debut in the V Series! With an arsenal of destructive weapons, “Military Dragon, Raptor Colonel” is a powerful vanguard that devours its allies for significant upgrades!

When this vanguard attacks, you can Counter-Blast 1 and retire one or more of your rear-guards to give this vanguard +5000 Power for each rear-guard retired for this cost! If your opponent is grade 3 or greater and you retired five or more rear-guards, you can Stand this unit after it attacks!

This phenomenal ability allows you to strengthen your vanguard attack significantly. The additional vanguard attack could also be helpful in revealing more triggers to increase your offensive pressure!

Furthermore, by retiring certain rear-guards, you could activate their card abilities to gain a significant advantage during your battle phase! (“Darting Dragon, Bluesprint”, “Regiment Dragon, Regiodon” and “Military Dragon, Raptor Captain” are able to create even more attacks when they are retired!)

Raptor Colonel’s second ability allows units placed during your turn’s battle phase to gain a helpful +5000 Power buff to hit for even higher numbers! Those units called by Bluesprint, Regiodon and “Extortion Dragon, Spinoextort” (as well as Raptor Captain calling itself back to the field) will be able to benefit from this!

Military Dragon, Raptor Captain

Blitzing into battle is “Military Dragon, Raptor Captain”! When this vanguard is rode upon by “Military Dragon, Raptor Colonel”, you can Soul-Blast 1 to call two grade 2 or less “Military Dragon” rear-guards! This powerful ability increases your board presence with key Military Dragon rear-guards that support your offense well! (Them being Raptor Captain and Raptor Sergeant.)

As a rear-guard, Raptor Captain also serves the deck well! When this rear-guard with equip gauge is retired by your card’s ability, you can Soul-Blast 1 to call this card to an open rear-guard circle! This ability can be used in conjunction with Raptor Colonel to generate even more attacks during your turn! Furthermore, Raptor Captain will be able to benefit from Raptor Captain’s Power buff and potential trigger effects, so it will generally be able to attack with great Power!

Military Dragon, Raptor Sergeant

Military Dragon, Raptor Sergeant” supports the Military Dragon archetype well! When you ride this card, you can add a grade 2 or greater “Military Dragon” card from the top seven cards of your deck! As we have seen before in other cards, such an ability improves your ride consistency and increases your card advantage early in the game!

Furthermore, when Raptor Sergeant attacks or boosts, you can put the top card of your deck face down as equip gauge for one of your rear-guards without equip gauge! This versatile ability can be helpful to enhance your rear-guards that gain benefits from being equipped with equip gauge. In particular, it could be useful in ensuring Raptor Captain has an equip gauge attached to it so that its second ability can be activated.

Zealous Horn Dragon, Dilophopyro

A key attacker for some Tachikaze decks is “Zealous Horn Dragon, Dilophopyro”! When Dilophopyro enters the field from hand, you can Counter-Blast 1 to draw a card and call a rear-guard to the field! You can then equip that rear-guard with an equip gauge! This ability allows you to cycle through your deck for more key pieces and increase your board presence with more rear-guards that have equip gauge!

If Dilophopyro is called from equip gauge, it gains a significant +10 000 Power buff, allowing it to be a massive attacker on the field! You could use cards like “Darting Dragon, Bluesprint”, “Regiment Dragon, Regiodon” and “Extortion Dragon, Spinoextort” to facilitate calling this rear-guard during your battle phase!

Light Blade Dragon, Zandilopho

A crucial support for some Tachikaze decks is “Light Blade Dragon, Zandilopho”. By Resting this rear-guard, you can choose one of your rear-guards. You can then either put the top deck of your deck face down as an equip gauge for that unit, or move all of your rear-guards’ equip gauges to that unit. You can then Counter-Blast 1 to give the chosen unit a helpful +5000 Power for the turn!

Zandilopho can be quite useful in equipping your rear-guards without equip gauge so that their card abilities can be activated! (Raptor Captain can gain an equip gauge from Zandilopho so that it can be called to the field again after being retired by Raptor Colonel during your battle phase!) It is also a key supporter with “Thundering Sword Dragon, Angerblader”, as it can be used to move all of your existing equip gauges on your rear-guards onto the powerful attacker “Clearout Dragon, Sweeperacrocanto”! The power buff that it confers to the chosen unit is also helpful to make your attacking columns more threatening!

Vicious Claw Dragon, Laceraterex

Vicious Claw Dragon, Laceraterex” is another great option in your Tachikaze build! By calling this rear-guard, you can put the top card of your deck face down as an equip gauge for this unit!
This helpful effect ties in with Laceraterex’s second ability! It could also be used alongside Zandilopho, quickly gaining gauge so that you can transfer the gauge to more powerful rear-guards! This rear-guard could also gain additional Power from cards that give buffs to rear-guards with equip gauge! (Key examples include “Emperor Dragon, Gaia Emperor” and “Light Battle Dragon, Gigannoblazer”.)

When this rear-guard is retired, you can Soul-Blast 1 to put one equip gauge equipped to this unit in your hand! This allows you to obtain key pieces or defensive material from this unit’s equip gauge when it is retired by one of your card effects! (In particular, this effect can be used when Raptor Colonel retires this rear-guard.)

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Star Gate

Dimension Police

Original Saver, Zero

The old crusader stands ready to defend the world from intergalactic threats! “Original Saver, Zero” is able to reduce everything to nothingness in order to achieve true justice! While this vanguard has a 0 base Power, it has great abilities that make up for it.

When this vanguard attacks or when it is rode upon, you can pay the cost to draw a card and set one of your opponent’s units’ Power to 0! This ability forces your opponent to commit more Shield to block all of your attacks! Furthermore, it can be helpful to negate any Power gains that your opponent’s unit might have gained, like from defensive triggers.

You could use Zero with “Ultimate Dimensional Robo, Great Daiyusha” to reduce your opponent’s vanguard Power and increase the Power of your attackers! Of course, you’ll need to ensure that Zero can attack with 45 000 or more Power in order to activate Great Daiyusha’s effect, so cards like “Twin Order” can come in handy.

You could also combine Zero with “Galactic Beast, Zeal” to significantly reduce your opponent’s Power. After you ride Zeal over Zero to reduce your opponent’s vanguard Power to 0, you can activate Zeal’s effect to continue reducing your opponent’s vanguard Power!

Zero also has a great defensive ability to allow you to sustain in your battles! When it is attacked, you can discard a grade 3 in your hand to set the attacking unit’s Critical to 0 for that battle! This ability can be used to deny a high-Critical attack from dealing you high damage! Against decks like “Dragonic Overlord “The X” “, this effect will definitely come in handy. You’ll also be running a lot of grade 3s in a Dimension Police deck, so you can expect to pull off this effect quite consistently.

Endless Float

Endless Float” cruises across the sky, ready to respond to danger! When this vanguard is rode upon, you can give your vanguard +10 000 Power! You can also discard a card from your hand to call this card to the field!

This ability helps to strengthen your vanguard’s attack for the turn! It also helps that you can increase your board presence with an effective rear-guard!

When this rear-guard attacks, if your grade 3 unit was placed this turn, this card gains +5000 Power for the battle! After it attacks, you can retire this unit and draw a card! You’ll be able to use a strong attacker that can remove itself from the board and regain your card advantage.

Eternity Chaser

Eternity Chaser” races across the roads to capture criminals! When this vanguard is rode upon, you can discard a card from your hand to reveal a grade 3 normal unit in your hand. If you do, you can add a grade 3 card with a different card name from that revealed card to your hand! Similar to “Stealth Dragon, Unen”, you can use this card to grab any important grade 3s in your deck immediately! (You can use this to obtain your ideal ride target, your main attackers or even Heal Guardians.) Take note that this card does not allow you to reveal Heal Guardians to activate this ability. Given that many Dimension Police decks have a high grade 3 count, you can expect this effect to always be useful!

Furthermore, if this rear-guard is in the back row when your opponent’s rear-guard with 25 000 or less Power attacks, you can Soul-Blast 1 and retire this rear-guard to prevent that attack from hitting one of your units! This pseudo-Perfect Guard ability can be useful in stopping smaller attacks from your opponent’s rear-guards! Given that Zero has 0 base Power, Eternity Chaser helps to reduce your overall cost for guarding significantly! (You won’t have to commit 30 000 Shield manually to guard such attacks.)

Dimensional Robo, Daidragon

Dimensional Robo, Daidragon” is a great card to consider in your Dimension Police deck! By paying Soul-Blast 1, you can give your vanguard +5000 Power! This helpful effect could be instrumental in attaining certain Power thresholds for your card effects! (For example, “Ultimate Dimensional Robo, Great Daiyusha” requires your vanguard to have 45 000 or more Power for its superior ride effect.)

Other than this, Daidragon is a competent attacker, gaining +10 000 Power if your vanguard has 35 000 or more Power! Given how easy it is to accumulate Power on your vanguard, you can be assured that Daidragon will consistently pressure your opponent with high numbers!

Toxic Monster, Gelsludge

An essential card for Dimension Police decks is “Toxic Monster, Gelsludge”! When this card enters the field while your opponent’s vanguard is grade 2 or greater, you can Soul-Blast 1 to perform one of the following effects. But, if it is grade 3 or greater, you can perform both of them!

You can give your opponent the option to Counter-Blast 1. Should they choose not to, you draw a card. You can also coerce your opponent to Soul-Blast 1; if they do not, you can give your opponent’s vanguard a vexing -5000 Power!

There is no right answer for your opponent with Gelsledge, as you will gain some form of advantage either way! As the game goes on, you’ll find Gelsludge’s value increases, as you can gain access to both effects as your opponent’s resources run low.

Dimensional Robo, Daibrave

An interesting option for some Dimension Police decks is “Dimensional Robo, Daibrave”. By paying Soul-Blast 1, you can give your vanguard +5000 Power! Like Daidragon’s first ability, this ability could be useful to hit Power thresholds for your other card effects.

Furthermore, when your vanguard’s attack hits a vanguard, you can put this rear-guard into your soul to draw a card. This allows you to replenish soul for other card abilities and increase your hand size! Daibrave’s self-removal from the field can also be helpful against field control decks!

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Nova Grappler

Deadliest Beast Deity, Ethics Buster “Яeverse”

The Beast Deity general has fallen prey to the grasp of Void, becoming a bloodthirsty warrior that seeks the destruction of all! “Deadliest Beast Deity, Ethics Buster “Яeverse” “ sacrifices its Beast Deity allies, gaining unlimited power to overwhelm its foes!

Firstly, when your rear-guard attacks while this vanguard is Stand, you lock that rear-guard. While this ability may seem detrimental to your offensive game plan, it helps to set up this card’s powerful second ability.

When this vanguard attacks, it gains +5000 Power for the turn. Then, after it attacked, you can discard a card from your hand to unlock three of your locked cards, and retire them. If three cards were retired this way, you can Stand this vanguard! This fearsome effect allows you to attack your opponent once more without losing any drive checks! Your trigger effects and additional Power accumulated on this vanguard gain extra mileage as you attack with it multiple times!

It’s absolutely essential that you set up Ethics Buster “Яeverse” well. To increase the number of locked cards on your board, you can use cards like “Beast Deity, Eclair Dragon” and “Beast Deity, Black Tortoise” to attack your opponent during the main phase while this vanguard is Stand. You can also activate “Beast Deity, Brainy Papio” to call more Beast Deity attackers when this vanguard’s attack hits! (Those attackers will be locked for Ethics Buster “Яeverse” Stand effect.)

Finally, when this vanguard’s attack hits, you can Soul-Blast 1 “Beast Deity, Ethics Buster” to give this unit an additional drive! This further increases the pressure of your vanguard attack, as you can reveal even more triggers to be stacked onto Ethics Buster “Яeverse”!

Ethics Buster “Яeverse” is a tricky card to be used, as it requires very specific board setups in order to capitalise on its effect. However, when done correctly, it can absolutely demolish any opponent.

Beast Deity, Brainy Papio

Beast Deity, Brainy Papio” makes its return to the Beast Deity deck, ready to unleash havoc! When this card is discarded from your hand during your turn, you can call this rear-guard as Rest! This ability allows you to increase your board presence, even when you have to discard cards from hand for your card abilities! (Examples include Ethics Buster, Ethics Buster “Яeverse” and Eclair Dragon.)

Brainy Papio’s second ability is equally powerful! When your “Beast Deity” vanguard’s attack hits, you can pay the cost to draw a card and call a grade 2 or less “Beast Deity” from your hand to the field! That rear-guard gets a substantial +10 000 Power buff, and is returned to your hand when your turn ends!

Not only does this ability allow you to gain card advantage, it also allows you to increase board presence with an empowered Beast Deity rear-guard to attack your opponent! That rear-guard is also returned to hand at the end of your turn to protect it from enemy interference! Brainy Papio will thus allow you to play quite aggressively in the early game, but it can also be a great combo piece alongside Ethics Buster “Яeverse” to set up more attacks and locked cards!

Beast Deity, Max Beat

A great card that increases your consistency in the Beast Deity deck is “Beast Deity, Max Beat”. When it enters the field, you can add a grade 2 or greater “Beast Deity” card from the top three cards of your deck, and put the rest on the bottom of your deck in any order. If this card is on a rear-guard circle and you put a card into your hand, you Rest this rear-guard.

Simply put, Max Beat helps to increase your card advantage for a low cost! In order to maximise the potential of its effect, do run a good number of grade 2 or greater Beast Deity cards in your deck! Even though this rear-guard will Rest itself if the effect is successful, it allows you to fully activate other card abilities that can Stand your rear-guards! (For example, the effect of “Beast Deity, Scarlet Bird” could be fully activated to Stand Max Beat and another unit, allowing you to draw a card!)

Beast Deity, Eclair Dragon

Beast Deity, Eclair Dragon” is a staple that synergises tremendously with Ethics Buster “Яeverse”! By calling this rear-guard during your main phase while you have a grade 3 “Beast Deity” vanguard, you can Counter-Blast 1 and discard a card from your hand to give this rear-guard +3000 Power. It then attacks your opponent’s vanguard! If that attack did not hit, you can Stand this rear-guard.

Eclair Dragon epitomises the Beast Deity playstyle, which allows you to attack your opponent’s vanguard even before the battle phase! This ability is helpful in creating early attacks that can force out guard from your opponent! You can also combine this effect with Ethics Buster “Яeverse” to increase the number of locked cards on your field, allowing for even more vanguard attacks!

Beast Deity, Black Tortoise

Beast Deity, Black Tortoise” supports the Beast Deity archetype well! By paying the cost, you can Stand this rear-guard, and attack your opponent’s vanguard with it. After it attacks, if the attack did not hit, you Stand this unit.

Like Eclair Dragon, you can generate an additional attack during the main phase to put pressure your opponent! If your vanguard is Ethics Buster “Яeverse”, you would instead sacrifice this attack by locking Black Tortoise in order to ensure more vanguard attacks! One interesting thing you could do is to activate Black Tortoise’s ability in the back row, saving space for other front row attackers that can be locked for Ethics Buster “Яeverse”.

Swordbrand Gladiator

A great support for most Nova Grappler decks is “Swordbrand Gladiator”. When this vanguard’s attack hits, you can draw a card! This ability could potentially increase your card advantage further, so your opponent will usually guard early to prevent this. As such, this effect can be useful in forcing out cards from your opponent’s hand early!

Swordbrand Gladiator is also an effective rear-guard that can increase your card advantage when you’re in a pinch! By calling this rear-guard while you have three or less cards in your hand, you can Soul-Blast 1 to draw a card. If you also have two or less rear-guards, you can draw an additional card! This will be able to cycle through your deck quickly for more pieces so that you can form up your offensive game plan!

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Link Joker

Star-vader, Nebula Lord Dragon

Long time players will remember “Star-vader, Nebula Lord Dragon” as a dominating force in the game! Now, it returns to the V Series to terrorize your opponents once again!

By paying Soul-Blast 1 and retiring one of your “Star-vader” rear-guards, you can force your opponent to lock one of their rear-guards. If their back row has no rear-guards, Nebula Lord gains an additional drive! If you were unable to lock any of their rear-guards, your opponent puts the top card of their deck on an open rear-guard circle as a locked card!

No matter what, you’ll be able to guarantee a locked card on your opponent’s field! This will definitely disrupt their offensive strategy as they will have to account for the locked cards that take up space on their board. Furthermore, with how easy it is to clear your opponent’s board of rear-guards in Link Joker (either by locking or binding them), you can ensure that their back row is empty to allow Nebula Lord to gain additional drive checks!

Nebula Lord’s second effect can be significant in enhancing your Star-vader allies! During your turn, if your opponent has a grade 3 or greater vanguard, all of your “Star-vader” units get +5000 Power for each of your opponent’s locked cards! This effect gains progressively stronger as you lock more of your opponent’s rear-guards! It’s also advised to have a full board of “Star-vader” rear-guards so they all benefit from this effect!

Unrivaled Star-vader, Radon

Another familiar Star-vader also makes its way to the battlefield! “Unrivaled Star-vader, Radon” is a strong attacker that you can utilise in your Link Joker deck! When your battle phase begins, you can Soul-Blast 1 to call this card in your drop to a rear-guard circle in the same column as one of your “Star-vader” rear-guards! However, if you have one or less cards in your soul, you need not pay the cost to call this card!

This ability allows you to reinforce your board with a great offensive option! Even when you use up your soul (due to using other card abilities), you’ll still be able to rely on Radon to form up your offense!

Radon’s second ability cripples your opponent’s defences greatly! When it attacks, your opponent must call two or more cards from their hand to guard against Radon! This effect allows Radon to be a pressurising attacker, as your opponent has to commit more cards from hand to block its attack!

Being a Star-vader, Radon will be able to benefit from Nebula Lord’s field buff as well, so it will become a significant offensive piece that eats away at your opponent’s hand effectively!

Mana Shot Star-vader, Neon

Mana Shot Star-vader, Neon” returns to the front lines to wage war against Cray! When your battle phase begins, you can Counter-Blast 1 to call this card in your drop to a rear-guard circle in the same column as your opponent’s locked card!

You’re able to increase your board presence easily with Neon! It’s also very easy to put Neon into your drop, perhaps through discard effects or by Nebula Lord’s retire effect. Neon will also be able to benefit from Nebula Lord’s field buff due to it being a Star-vader, so you can expect it to be a powerful attacker/ booster!

However, Neon also has a restriction; if your opponent did not unlock any locked cards at the end of their turn, you have to bind this rear-guard. As such, you’ll need to continue locking your opponent’s rear-guards to ensure Neon can remain on your board. (Running “Crunching Deletor, Baruol” alongside this might not be a good idea as well.)

Singularity Sniper

Singularity Sniper” is a helpful offensive option that you can look into! When this unit attacks while you have more rear-guards than your opponent, it gains +5000 Power for that battle.

Link Joker has access to many field removal tools like locking and binding, and as such it’s very easy to have more rear-guards than your opponent during your turn! You can definitely rely on this card as an aggressive attacker during your early turns!

Aharonov Cat

An interesting option to consider for your Link Joker deck is “Aharonov Cat”. If there is a face down card in the same column as this rear-guard or in your opponent’s bind zone, you can put this rear-guard to your soul to give one of your units a significant +10 000 Power!

This ability can be used to replenish your soul for your other card abilities and also strengthen one of your key attackers! (Examples include your vanguard and “Unrivaled Star-vader, Radon”.)

Opener of Dark Gates

You could also consider “Opener of Dark Gates” in your deck! When this rear-guard is called to the field while your opponent has two or less rear-guards, you can Soul-Blast 1 to call a card with a grade equal to or less than your vanguard from the top two cards of your deck!

This ability could be instrumental in setting up your board with ideal Star-vader rear-guards for Nebula Lord! Given how easy it is to keep your opponent’s field empty of rear-guards, you can expect that this card’s effect is readily active when you need it!


Dark Zone

Spike Brothers

Great Demon Emperor, Dudley Emperor “Яeverse”

Great Demon Emperor, Dudley Emperor “Яeverse” “ obliterates anything in its path when it crashes onto the playing field! With the ball in one hand and the curse of Void in the other, this vanguard dominates the battle with the objective of an absolute win with no survivors!

When your rear-guard is returned to your deck during your battle phase, you can lock one of your Stand rear-guards to give Dudley Emperor “Яeverse” a significant +10 000 Power! If your opponent has a grade 3 or greater vanguard, you can also discard a card from your hand to give this vanguard an additional drive! By sacrificing one of your attackers or boosters, you can enhance the attack of Dudley Emperor “Яeverse” significantly! Furthermore, you can use this ability multiple times during your battle phase, so Dudley Emperor “Яeverse” is guaranteed to be a threatening vanguard!

Generally, you’ll want to lock your back row rear-guards so that you can still use your powerful front attackers that can be returned to your deck after they attacked.

When Dudley Emperor “Яeverse” attacks, if you have no grade 2 or less units, you can Counter-Blast 1 and Soul-Blast 1 to call a normal unit from your deck to an open rear-guard circle! This ability allows you to call any non-Dudley rear-guards to the field; of course, it’s still great if you can call powerful Dudley rear-guards like “Demonic Lord, Dudley Emperor” and “Dudley Davie” to the field to further your offense!

Agile Fullback

Another offensive powerhouse in the Spike Brothers lineup is “Agile Fullback”! By calling this card to your back row center rear-guard circle, this rear-guard can attack from the back row! If it was called by a card ability, it also gets +10 000 Power! This effect helps to maximise your board space and increase the number of possible attacks made during your turn!

Furthermore, when your main phase begins, you can put this rear-guard into your soul to call an “Agile Fullback” from your deck to the field! Not only does this increase your soul for your other card abilities, it also increases your board presence with another copy of this helpful attacker that can attack from the back row! (Definitely call it to the back row center rear-guard circle to ensure this!)

There are many cards in Spike Brothers that can superior call Agile Fullback to bolster your offense! As such, you can expect to see “Agile Fullback” frequently! (Cards like “Ambush Dexter”, “Gyro Slinger” and “Spike Bouncer” could help to call this card from your deck!)

Machine Gun Gloria

An iconic Spike Brothers unit charges onto the battlefield! “Machine Gun Gloria” is a great offensive and defensive tool for your deck! When it is retired from the guardian circle, you can Counter-Blast 1 to call it to an open rear-guard circle to bolster your field even while defending! It also helps to prepare your offense the following turn, as Gloria offers great utility as a booster for your attack patterns.

After this rear-guard boosted a rear-guard, you can return both Gloria and the boosted rear-guard to the bottom of your deck to draw a card! Not only does this help to increase your card advantage, it also helps to returnkey pieces back into your deck! (Return your Heal Guardians to your deck to be revealed during your drive checks/damage checks, or put back offensive pieces that can be called to the field again by other cards and extend your battle phase!)

Gunburst Linebacker

Gunburst Linebacker” is a powerful offensive option that works well with Dudley Emperor “Яeverse”! If you have a grade 3 unit in the same column as this unit, this rear-guard can attack and intercept from the back row! With this rear-guard in your back row, you can maximise your board space with more grade 3 front row attackers! After helping on offense, Gunburst Linkbacker doubles as a defender as well! This could be particularly helpful in the Rising Nova deck, which runs quite a number of grade 3s for its offensive strategy.

When this rear-guard attacks, you can Counter-Blast 1 and Soul-Blast 1 to give it +5000 Power for each Force marker on your field! “Gunburst Linebacker” will become a strong attacker on your field, given that Rising Nova can generate quite a few Force markers over the course of the game!

Breach Spurt

Breach Spurt” is a powerful grade 2 attacker that disrupts your opponent’s defences! When this rear-guard attacks a vanguard, you can return a normal unit in your drop to the bottom of your deck to force all of your opponent’s rear-guards with ‘Intercept’ to intercept for this battle! At the end of this card’s attack, you move it into your soul and draw a card!

Against highly defensive decks (like Malkuth-melekh and Ghosties), this rear-guard will be helpful in removing their defensive rear-guards from the field so that your other attackers can rush in! Even if your opponent has no rear-guards with ‘Intercept’, this rear-guard returns key pieces in your drop back into the deck for further use, increases your soul count for other abilities and increases your card advantage! You can definitely rely on this rear-guard as a significant disruptor and resource generator for your deck.

Offensive Punter

A strong card that works well with Dudley Emperor “Яeverse” is “Offensive Punter”! When this vanguard is rode upon, you can call it to the field to assist as a helpful booster!

When this rear-guard boosts, you can Soul-Blast 1 to give itl +2000 Power, and when the battle ends, you can draw a card and return this rear-guard to the bottom of the deck! This booster allows your offensive columns to reach efficient numbers while also increasing your hand size! It can also remove itself from the board to make room for your back row attackers! (Like “Agile Fullback” and “Gunburst Linebacker”.)

This effect also activates the first ability of Dudley Emperor “Яeverse”, so you’ll be able to strengthen its attack further with additional Power and drive checks!

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Pale Moon

Silver Thorn Dragon Queen, Luquier “Яeverse”

Void’s corrupting power has overrun the Silver Thorn mistress, dying her iconic ebony hair crimson! The domineering “Silver Thorn Dragon Queen, Luquier “Яeverse” “ looks upon her enemies in mocking glee .

This powerful card can be used both on the vanguard circle and in your soul! If you have a “Luquier” vanguard, you can Counter-Blast 1 and lock three of your rear-guards with different grades. If this card is your vanguard, you can call up to three “Silver Thorn” cards with different grades in your soul to the field! If this card is in your soul, you can ride it as Stand!

While this ability can be used to call attackers from your soul, the main benefit arises from the superior ride that you can get when Luquier “Яeverse” is in your soul! You’ll be able to generate an additional Accel marker during your main phase to superior call more units to the field!

This effect also synergises well with your other Luquier cards! You can use “Silver Thorn Dragon Tamer, Luquier” to superior call any number of “Silver Thorn” rear-guards to the field, before activating this card’s superior ride effect! Do note that those front row rear-guards called will retain the +3000 Power buff that Luquier confers to them! You could also use “Silver Thorn Dragon Empress, Venus Luquier” to superior call your “Silver-Thorn” attackers to the front row, before superior riding Luquier “Яeverse”! An interesting thing to note is that Venus Luquier’s pseudo-Magia effect will still activate at the end of your turn, so you can generate even more Accel markers and clear your board of attackers to be used again the following turn!

You’ll generally want to lock your back row attackers for this ability so that you can maximise the offensive potential of this card’s second ability! If your opponent is grade 3 or greater, your front row units all gain +3000 Power for each of your locked cards! You’ll be able to guarantee three locked cards on your field after using this card’s first ability, so your front row can be significantly enhanced! (Your grade 2 units will greatly benefit from this as they will be able to hit effective numbers against most Force clan grade 3s.)

Against Link Joker’s Star-vaders, you can expect this ability to come in handy; you’ll potentially have a higher defensive Power on your vanguard to defend against their attacks! Don’t miss out on this phenomenal card that raises the offensive threshold of the Silver Thorn deck!

Silver Thorn Beast Tamer, Maricica

Silver Thorn Beast Tamer, Maricica” is another familiar face that returns to the V Series to elevate the Silver Thorn archetype! When this card is ridden as your vanguard, you can Counter-Blast 1 and Soul-Charge 3! If you Soul-Charge two or more “Silver Thorn” cards, you can draw a card!

Similar to “Silver Thorn Assistant, Irina”, you can use this card to accumulate ideal “Silver Thorn” attackers and supporters in your soul and potentially increase your card advantage! You could ride this card over Irina to amass soul quickly and potentially draw two cards!

Maricica’s second ability is also quite helpful in board building! By calling this rear-guard by your “Silver Thorn” vanguard’s ability, if this card is on your rear-guard circle, you can call up to one grade 2 or greater “Silver Thorn” card from your soul to a rear-guard circle in the same column as this unit!

This effect helps to increase your board presence with key “Silver Thorn” attackers! You could call this rear-guard with Venus Luquier’s effect on your first grade 3 turn to ensure that you have four rear-guards on the field ready for its pseudo-Magia effect! It could also be used to provide rear-guards to be put back into soul for Ana’s ability if you need face up damage for your abilities, or to be locked for the superior ride effect of Luquier “Яeverse”!

Silver Thorn Beast Tamer, Ana

Supporting the Silver Thorns is “Silver Thorn Beast Tamer, Ana”! When this vanguard is rode upon by a “Silver Thorn” unit, you can Counter-Charge 1! This simple ability refunds the Counter-Blast 1 cost that your vanguard abilities may require! (These are mainly Maricica, “Silver Thorn Marionette, Lillian” and “Silver Thorn Diva, Selvia”.) You’ll be able to conserve resources for your grade 3 ride.

Ana’s second ability is also just as helpful! By calling this rear-guard from soul by your “Silver Thorn” vanguard’s ability, if you did not Counter-Charge this turn, you can put this rear-guard and another “Silver Thorn” rear-guard into your soul to Counter-Charge 1! Not only can this replenish your resources, it can also put key units into your soul to be used later! (By putting a Luquier “Яeverse” on your rear-guard circle into your soul, you can prepare to use its superior ride effect.)

Silver Thorn Dragon, Megalorude

An interesting option to consider in your Silver Thorn deck is “Silver Thorn Dragon, Megalorude”. By calling this rear-guard from soul by your vanguard’s ability, you can put any player’s rear-guard into that player’s soul. If a card was put, Megalorude gains +15 000 Power for the turn!

While this card has a 0 base Power, it can be useful in removing key rear-guards on your opponent’s field that you can otherwise find difficult to get rid of! (“Clearout Dragon, Sweeperacrocanto” is a key example of this.) Other than this, because Megalorude is a unique Silver Thorn Grade 4, it can be used as rear-guard fodder for the superior ride of Luquier “Яeverse”. You could use Maricica’s effect to call this card to the field and activate its ability. (Maricica can call a grade 2 and greater unit to the field, so Megalorude is a valid target!)

Silver Thorn Beast Tamer, Doriane

Silver Thorn Beast Tamer, Doriane” is a key staple in many Pale Moon decks! When your turn ends, you can put all other rear-guards into your soul to draw a card for every two cards put into your soul for this cost! If four or more cards were put, you can add a grade 3 “Silver Thorn” card in your soul to your hand! If this ability was activated on a rear-guard circle, you have to retire this unit.

This significant ability allows you to put all essential rear-guards into your soul, where they cannot be tampered with by your opponent! Furthermore, you’re also able to gain card advantage and obtain ideal grade 3 Silver Thorn rides for the next turn!
You could also use this in conjunction with “Bunny Beast Tamer, Tilaipse”, which allows Doriane to become a vanguard to perform drive checks and return your Bunny rear-guards to soul at the end of your turn!

Of course, riding into Doriane isn’t the best idea; Doriane works best as a supporting rear-guard!

Silver Thorn Handlegrip, Linnea

Silver Thorn Handlegrip, Linnea” is an offensive option that also accumulates soul! When this unit attacks or boosts, you Soul-Charge 1 and give this unit a helpful +5000 Power!

This could potentially accumulate more “Silver Thorn” attackers and supporters for card abilities, but it also increases the overall attacking Power of your offensive column! Serving as a competent vanguard or rear-guard, or as an helpful attacker or supporter, Linnea is extremely versatile.

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Dark Irregulars

Demon World Marquis, Amon

The iconic unit “Demon World Marquis, Amon” finally makes its debut in the V Series! This terrorising boss gets stronger as both players accumulate cards in their soul!

By putting a card each from your rear-guards, hand and drop into your soul, your opponent puts two cards each from their rear-guards, hand and drop into their soul. If they did not put six cards into their soul, Amon gets an additional drive! Not only does this ability allow you to increase your soul count, it also increases your opponent’s soul count by reducing their hand size and removing some of their key pieces on the field! With so many decks that are able to clear their own field of rear-guards (like Silver Thorns and Nightrose), it’s very possible for Amon to gain an additional drive to generate more card advantage and increase the pressure of its vanguard attack!

Amon also gains +5000 Power for every six cards in your soul, but it gains +10 000 Power instead as your vanguard! With how easy it is to accumulate cards in soul for Dark Irregulars decks, you can expect Amon to be attacking with high Power frequently!

Finally, this vanguard also gains a Critical for every six cards in your opponent’s soul! As you continue to use your card abilities to accumulate more cards in your opponent’s soul, you’ll be able to further empower Amon’s attack! Against clans that usually have a high soul count (like Pale Moon), Amon acts as a natural check and counter!

Amon’s Follower, Ron Geenlin

Amon’s Follower, Ron Geenlin” stands ready to support the demonic lord! When it enters the field, you Soul-Charge 1. Your opponent then puts a card from their hand or among their rear-guards into their soul. If they did not put it, you get to Soul-Charge 1.

This ability is excellent for removing key rear-guards on the opposing field or reducing your opponent’s hand size. Should they choose not to do so, you’re able to accumulate more soul on your end of the board to increase the Power for Amon’s attack!

Ron Geenlin also becomes more powerful as your opponent is forced to accumulate more soul! If your opponent’s soul has six or more cards, this unit gets +10 000 Power and +10 000 Shield . As such, Ron Geenlin will be an effective and consistent attacker and defender for the Amon build.

Amon’s Follower, Phu Geenlin

Another great devotee to Amon is “Amon’s Follower, Phu Geenlin”. By putting a card from your hand into your soul, you can draw a card, and force your opponent to put a card in their hand into their soul. They then draw a card. This effect increases the soul counts of both players to strengthen Amon and cycles through your deck for more key pieces! Of course, your opponent gets to dig through their deck for more pieces through this ability, so be careful not to overuse this.

Phu Geenlin also works wonders as a rear-guard! When your battle phase begins while your opponent’s soul has six or more cards, you can Soul-Charge 1. If you did, you can give one of your units +5000 Power!

Metallic-winged Cursed Princess, Rhodia

Metallic-winged Cursed Princess, Rhodia” is an important attacker in Dark Irregulars decks! While this unit has 5000 base Power, it gains +1000 Power for each card in your soul on both players’ turns! It also has a helpful 10 000 Shield to help you guard attacks optimally!

Because of how easy it is to increase your soul count in Dark Irregulars, you can be assured that Rhodia will be a great attacker, and even a powerful grade 2 ride that can defend well against high-powered attackers!

Dimension Creeper

Another great card that can significantly increase your soul count is “Dimension Creeper”. This rear-guard gains +5000 Power if your soul has a grade 3; with the many Soul-Charge options that the clan has, you will generally be able to ensure that this effect is active!

However, Dimension Creeper’s purpose is seen in its second ability. If this unit is in your soul, you can Counter-Blast 1 and put this card at the bottom of your deck to Soul-Charge 3! This simple effect allows you to accumulate even more soul for your other card abilities!

Thus far, Amon and its Followers have not required the use of Counter-Blast for their card abilities, so you could use Dimension Creeper to make use of your face up cards in your damage zone!

Doreen the Thruster

Doreen the Thruster” is another interesting option to be considered! When your card is put into your soul by your card’s ability, this unit gets +5000 Power!

As you’ll be accumulating cards in your soul quite frequently for Amon, you can expect Doreen to gain massive Power for free! Therefore, you’ll be able to guarantee quite a number of high-powered attacks on your opponent to decimate their defences! (You have Doreen, Amon and Rhodia that serve as key attackers!)

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Gear Chronicle

Steam Maiden, Elul

A vintage Gear Chronicle unit, “Steam Maiden, Elul” returns to the fray to introduce a new archetype for the clan! After attacking with your Steam Maiden rear-guards, you can leap them into other rear-guards with a higher grade!

By binding a card in your drop, you can call a “Steam Maiden” card in your bind zone to the field! This simple ability allows you to prepare your offense with key Steam Maiden rear-guards! Generally you’ll be using this ability to call “Steam Maiden, Uluru” to the field, but you can use it to call other Steam Maiden cards of different grades as well if you already have Uluru on the field.

After your “Steam Maiden” rear-guard attacks, you can bind that unit to call a card with grade equal to the card for this cost’s grade +1 from your bind zone to the field! If a grade 1 was called this way, you Counter-Charge 1! Such an effect enables more multi-attack in your game plan to up the ante on your opponent! Furthermore, by binding Uluru and calling a grade 1, you can regenerate resources to pay for other card abilities!

Finally, Elul gets +1000 Power for each card in your bind zone! If Elul is your vanguard, it gains +3000 Power instead! As you continue to increase your bind zone count, you’ll ensure that Elul will become a significant attacker on your field!

Generally, you’ll want to put Uluru and the leaped cards on a rear-guard circle with a Force marker to give them sufficient Power! You’ll also want to add a form of guard restrict to make their attacks a lot more potent! (“Mellows Amusement Colossus” can force your opponent to guard with two or more cards for your attacks.)

Steam Maiden, Alul

A crucial piece of the Steam Maiden deck is “Steam Maiden, Alul”. By calling this rear-guard from your bind zone, you can bind a card from your drop to give this rear-guard +3000 Power for each grade of the card bound for this cost! Alul has the potential to become a powerful attacker when it enters the field from your bind zone! It also helps that this card can set up your bind zone further by putting cards from your drop into the bind zone.

After Alul attacks, if you have a “Steam Maiden” vanguard, you can Counter-Blast 1 and bind it to call a grade 3 card in your bind zone to the field! This ability allows you to continue your offensive strategy, leaping the grades of your rear-guards to pressure your opponent! Furthermore, you can call any grade 3s in your bind zone with this effect, so you could use this during your first attack to call a “Mellow Amusements Colossus” in your bind zone to force your opponent to guard with two or more cards for your remaining attacks!

Steam Maiden, Ilul

Another cornerstone of the deck is “Steam Maiden, Ilul”. When Ilul is your vanguard, you can Soul-Blast 1 and bind a grade 2 or less card in your hand to draw a card! Not only does this cycle through your deck for more key pieces, it also sets up your bind with important pieces for your multi-attack pattern when Elul enters the field!

Like Alul, after this rear-guard while you have a “Steam Maiden” vanguard, you can Counter-Blast 1 and bind this rear-guard to call a grade 2 in your bind zone to the field! You’ll be able to create more attacks and decimate your opponent’s defences! One interesting thing that you could do is to use Ilul to call a “Steam Scalar, Kurunta” from your bind zone, which can then be used to call another attacker from your deck!

Mellow Amusements Colossus

Mellow Amusements Colossus” is a powerful rear-guard that makes it more difficult for your opponent to deal with your attacks! When this rear-guard is called, you can bind a card from your hand to force your opponent to guard with two or more cards from hand for all of your attacks!

This effect gives your attackers a lot more offensive pressure as they can decimate your opponent’s hand easily! This card also helps to set up your bind zone with your key Steam Maiden rear-guards to prepare your multi-attack pattern! It’s best to call this card to the field during your main phase to ensure that all of your attacks can force out more cards from your opponent’s hand.

Re-Innovate Wing Dragon

Another great support for the Steam Maidens is “Re-Innovate Wing Dragon”. By paying Soul-Blast 1 and binding two of your rear-guards, you can call two cards from the top three cards of your deck to the field, and bind the remaining card!

This ability could be useful in putting your Steam Maiden rear-guards into your bind zone to prepare for your offensive strategy, and it also filters your deck for other key pieces that can be called to the field! It could also accumulate more cards in your bind zone to strengthen Elul’s attack!

This card is also a key staple alongside “Interdimensional Dragon, Mystery-flare Dragon” as it helps to accumulate cards in your bind zone very quickly, so you’ll be able to achieve Mystery-Flare’s Extra Turn effect more consistently!

Steam Scalar, Kurunta

An intriguing option for the Steam Maiden deck is “Steam Scalar, Kurunta”! By calling this rear-guard, you can pay the cost to return a player’s rear-guard to the bottom of their deck. Then, you can call a card with grade equal to the card put into their deck’s grade +1 from your deck to the field!

Kurunta could be used to get rid of one of your opponent’s key rear-guards and increase your board presence, but it also can target one of your rear-guards to call another higher grade unit that can impact the board! (For example, you could use Kurunta’s ability and target itself so that you can call a “Mellow Amusements Colossus” from your deck!)

You could even create more attacks with Kurunta! After Ilul attacks, you can use its ability to call Kurunta from your bind zone. You can then activate Kurunta to replace your Rested attacker with a higher grade unit from your deck!

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Magallanica

Bermuda Triangle

Detonate Singer, Refiarude “Rock”

The quiet Refiarude has overcome her shyness, and now is more bold to take the stage! “Detonate Singer, Refiarude “Rock” “ exudes confidence and charisma to put forth a mesmerising performance!

After your rear-guard attacks, if you have a “Refiarude” vanguard and a Rest rear-guard, and all of your circles with Rest rear-guards have Force markers, you can Counter-Blast 2 to ride this card as Stand, and move all of your Force markers to your vanguard circle!

This ability allows you to generate an additional attack with your vanguard, given that “Single Quiet, Refiarude” will be unable to attack when its ability is activated. Furthermore, as all of your Force markers are moved to your vanguard circle, Refiarude “Rock” will be attacking with immense Power! It’s generally a good idea to accumulate at least five Force markers from Refiarude’s ability before using Refiarude “Rock”, as it allows you to put six Force markers (1 marker is generated when Refiarude “Rock” is ridden) onto your vanguard circle to buff Refiarude “Rock”!

When your turn ends, you must remove all Force markers on your vanguard circle, but you gain a Force marker for every two markers removed. While this slows down your offense somewhat, it’s a small price to pay for such a powerful and cheap multi-attacking vanguard!

Courteous Beauty, Seria

Another great support for some Bermuda Triangle decks is “Courteous Beauty, Seria”! When Seria enters the field, you can discard a card from your hand to put a card from the top three cards of your deck into your hand! Then, this unit gets +5000 Power for the turn. If your opponent’s vanguard is grade 3 or greater, it gains +10 000 Power instead.

Very simply, Seria allows you to filter through your deck for key pieces that you can add to your hand, while also functioning as a great attacker! It also synergises well with “Top Idol, Aqua”! You can call Seria to activate its ability, before using Aqua to return it to hand; you can then call Seria to the field again! This play could be helpful for you to filter through your deck quickly for your important cards!

Sparkling Soul, Nikita

A great utility card for the clan is “Sparkling Soul, Nikita”! By calling this rear-guard or putting it on your guardian circle, you can Soul-Blast 1 or more cards to give this unit +5000 Power or +5000 Shield for each card Soul-Blast for this cost! If you Soul-Blast 3 or more cards, you can draw a card!

This card can contribute offensively or defensively depending on the situation! On offense, you can utilise this as a significant attacker/booster that also increases your card advantage! On defence, it becomes a great defender that could dig through your deck for more defensive pieces to block an attack!

You could use this card alongside “Aurora Star, Coral” to work towards the Soul-Blast 4 count instantly to change the base Critical of all your “Coral” units to 2! Of course, Nikita will still be a strong option to be considered in any Bermuda Triangle deck!

Cuddle Connect, Fanessa

A helpful option that you could consider is “Cuddle Connect, Fanessa”! After this rear-guard attacks or boosts, you can return a grade 3 or greater card in your drop to the bottom of your deck to put this rear-guard into your soul and draw a card!

While simple in effect, Fanessa provides a lot of utility to your Bermuda Triangle deck! You could return your key attackers or ride targets in your drop back into your deck to be used again later, and increase your soul count and card advantage! This card is usually run as a 1-of in the “Highlander” build of Bermuda Triangle, a deck that contains a high number of powerful grade 3 and grade 4 options! (A Highlander deck only contains 1 copy each of normal unit cards to gain significant benefits for certain card abilities.)

Mermaid Idol, Elly

Mermaid Idol, Elly” is a significant defensive option for the clan! When this unit’s attack hits or the attack it boosted hits a vanguard, you can put a “Mermaid Idol, Elly” from your deck into your hand! If you put a card into your hand and this is on your rear-guard circle, you retire this rear-guard. Not only does this effect increase your hand size, it also helps to set up for Elly’s defensive effect on your opponent’s turn!

When Elly is placed on the guardian circle, you can return a “Mermaid Idol, Elly” in your drop to the bottom of your deck to give this guardian a significant +10 000 Shield for that battle! Essentially, Elly becomes a 20 000 Shield defender that can help to block high-powered attacks! Given how easy it is to put a copy of Elly in the drop, you can consistently use this ability to protect your vanguard!

Distinguished Wink, Radka

An interesting option for your Bermuda Triangle deck is “Distinguished Wink, Radka”! When this vanguard’s attack hits, you draw a card! This effect gives a lot more pressure to your vanguard attack, as you can potentially increase your hand size further (after drive checks)!

Radka is also a potent rear-guard that can increase your card advantage selectively! By retiring this rear-guard, you can look at the top two cards of your deck. You then put one of them into your hand, and discard the other! You’ll be able to choose what card to add to your hand, and also thin your deck further to increase the consistency of drawing into key pieces and revealing triggers during your trigger checks!

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Aqua Force

Blue Storm Karma Dragon, Maelstrom “Яeverse”

The majestic tear dragon has been ruined by Lock, becoming a slave to the will of Void. “Blue Storm Karma Dragon, Maelstrom “Яeverse” “ has been cybernetically enhanced with Star-vader technology to become a formidable weapon of destruction!

After your rear-guard attacks, if that attack did not hit, you can lock one of your Stand rear-guards to give this vanguard +10 000 Power for the turn. If you have a “Maelstrom” card in your soul, you can retire one of your opponent’s rear-guards!

This ability further strengthens Maelstrom’s attack, especially when it has been enhanced by other helpful supporters like “Press Stream Dragon”. You can also get rid of key pieces on your opponent’s field through this ability! Furthermore, you could potentially activate this ability multiple times during your turn whenever your rear-guard’s attack fails to hit, so you can expect Maelstrom “Яeverse” to become extremely threatening!Generally, you’ll want to lock your back row rear-guards to empower Maelstrom “Яeverse” so that you still have access to your front row attackers!

Furthermore, when it attacks during the fourth or more battle of the turn, you can Counter-Blast 1 to give this vanguard an additional Critical and drive! Then, if this attack fails to hit, you can force your opponent to put a card from their hand or among their rear-guards into their drop for each of your locked cards. This can be especially powerful as a finisher, when Maelstrom “Яeverse” is buffed with high amounts of Power and has additional Critical and drives! (Once again, Press Stream is crucial in achieving this.) Furthermore, you’ll potentially be able to remove even more cards from your opponent’s hand to make it more difficult for them to guard your other powerful rear-guards! (“Tear Knight, Valeria” and “Drifting Flow Fencer” are great offensive options to consider.)

Cobalt Wave Dragon

Cobalt Wave Dragon” cuts through the waves of the sea to wreak havoc on your opponent’s defences!

When your rear-guard attacks, this vanguard gets +5000 Power for the turn! To ensure that Cobalt Wave can attack with high Power, you’ll want to attack with your rear-guards first before attacking with this vanguard! It also helps to use rear-guards that Stand again when they attack to accumulate even more Power on your vanguard! (Examples include “Tidal Assault” and “Terrific Coil Dragon”.)

With all this Power condensed on Cobalt Wave, you can unleash oceanic wrath on your opponent! When this vanguard attacks, you can Counter-Blast 1 to perform all of the following effects based on this unit’s Power!

If this vanguard has 25 000 or more Power, it gets a Critical, allowing it to attack with greater pressure! If it has 30 000 or more Power, you can switch the positions of all of your rear-guards between your front and back rows! This effect can create more attacks by moving potential attackers in the back row to the front of the battlefield!

If you’re able to accumulate 35 000 or more Power on Cobalt Wave, you can give all of your front row rear-guards a threatening +10 000 Power! As you progress through the game and generate more Accel markers (through riding grade 3s), the value of this effect rises significantly!

Overall, you’ll need to plan out your attacks carefully in order to maximise Cobalt Wave’s full potential! However, when done correctly, you can overwhelm your opponent with endless waves of attacks!

Tear Knight, Valeria

A familiar officer of Aqua Force makes its debut in the V Series! “Tear Knight, Valeria” is a powerful offensive option that can also increase your card advantage and control the board! When this rear-guard attacks during the fourth or more battle of that turn, it gets +10 000 Power! With how easy it is to achieve four or more attacks in the clan, you can expect Valeria to be a consistent threat on the field!

Furthermore, when this unit’s attack hits a vanguard, if it is the third battle or more of that turn, you can retire one of your opponent’s rear-guards! If it is the fourth battle or more of that turn, you can draw a card!

This effect could potentially get rid of key pieces on the opponent’s field and increase your hand size! Once again, it’s quite easy to ensure Valeria attacks during the third/ fourth or more battle of that turn, and with cards like “Radiate Assault” and “Jewel Staff of Emerald, Elpida”, you are guaranteed to activate this effect!

Tidal Assault

Tidal Assault” is widely considered an important card for most Aqua Force decks! When this rear-guard attacks, you can Soul-Blast 1 to Stand this rear-guard. However, if it attacks during the second or more battle of that turn, it gets -5000 Power.

You’ll want to attack with Tidal Assault first every turn to ensure at least two battles occurring during that battle phase! This forwards your game plan, as you’ll likely achieve the 4 or more attacks that many card effects require to activate! Other than this, Tidal Assault can be used early in the game to pressure your opponent effectively!

Drifting Flow Fencer

A great offensive option and consistency tool in the Maelstrom deck is “Drifting Flow Fencer”! When it enters the field, you can add a “Maelstrom” card from the top seven cards of your deck into your hand! This effect simply increases your card advantage and secures your grade 3 ride for the following turn!

Furthermore, when this rear-guard attacks during the fourth or more battle of that turn, and you have a “Maelstrom” vanguard, it can gain a significant +15 000 Power for that battle! By planning your attack patterns correctly, you can see this rear-guard hit high numbers on its own to pressure your opponent!

Bubbleball Corporal

Bubbleball Corporal” is another important consistency tool for the Maelstrom deck! When its attack hits or the attack it boosted hits a vanguard, you can add a “Maelstrom” card from the top seven cards of your deck into your hand!

Simply put, this unit helps to obtain your ideal “Maelstrom” ride target when it helps one of your attacks hit your opponent’s vanguard! To ensure that this effect goes off, you can use powerful cards like Radiate Assault and Elpida to allow your on-hit effects to activate even if the attack does not hit!

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Granblue

“Ice Prison Hades Emperor, Cocytus “Яeverse”

Tasting the devilish power of the Void, the infamous necromancer becomes even stronger and sinister. “Ice Prison Hades Emperor, Cocytus “Яeverse” “ is a significant upgrade for the Cocytus archetype, enabling a more powerful offense for the deck!

If this card is in your drop, after your “Cocytus” vanguard attacked a grade 3 or greater vanguard during the first battle of that turn, you can Counter-Blast 1 and discard four cards from your hand to lock all of your rear-guards. If you have five locked cards, you can ride this card as Stand! For each grade 3 card in your soul, you can unlock one of your locked cards and give this vanguard +10 000 Power!

If you’re going second, you’ll be able to utilise Cocytus “Яeverse” immediately! Because you won’t be able to unlock many rear-guards on your first grade 3 turn (unless you use “Dandy Guy, Romario” to put a grade 3 in your soul earlier in the game), you’ll have to maximise your board space for other purposes!
Firstly, use “Pirate Swordsman, Colombard”, “Ice Prison Necromancer, Cocytus” and “Witch Doctor of Powdered Bone, Negrobone” to set up your board. You could also use “Greed Shade” to add key pieces in your drop into your hand. Then, activate “Skeleton Seas Navigator” and Rest those called rear-guards to accumulate more cards in your drop and strengthen Cocytus’ attack! Last but not least, make sure that you have a “Dragon Undead, Skull Dragon” as your high-powered attacker that you can unlock when Cocytus “Яeverse” enters the field. This way, you’ll have three massive attacks that your opponent has to deal with!

Other than this, when this vanguard is attacked, you can retire three of your rear-guards to give this vanguard +10 000 Power for that battle for every ten cards in your drop! You’ll be able to block powerful attacks without committing cards from your hand! It can also be useful in guarding threatening attacks that also have guard restrictions. This defensive ability gets significantly stronger as you increase your drop zone count, so it’s ideal for you to use cards like “Skeleton Seas Navigator” and “Greed Shade” to quickly discard cards from your deck.

Witch Doctor of the Dead Sea, Negrobolt

The fearsome apothecary has emerged from the murky depths of the ocean! “Witch Doctor of the Dead Sea, Negrobolt” is a unique boss that manipulates your drop and bind zone for phenomenal benefits!

When your ride phase or main phase begins, you bind all of your non-trigger unit cards in your drop. In order to utilise Negrobolt well, you’ll have to increase your drop zone count during your main phase. As this ability severely reduces the number of cards in your drop, you’ll need to rely on cards like “Skeleton Seas Navigator” and “Greed Shade” to accumulate more cards in your drop. Negrobolt’s partner “Dragon Undead, Ghoul Dragon” is also crucial in returning your cards in your bind zone to your deck to be discarded by Skeleton Seas and Greed Shade.

When Negrobolt attacks, for every ten cards in your drop, this vanguard gains an extra Critical, and all of your front row units get an enormous +20 000 Power buff! By accumulating cards in your drop, you’ll be able to significantly enhance your attackers to pressure your opponent immensely!

Furthermore, all of your units get an additional +5000 Shield for every ten cards in your drop. You’ll be able to block attacks with greater ease just by increasing your drop zone count!

Dragon Undead, Ghoul Dragon

The ghastly steed supporting Negrobolt also returns! “Dragon Undead, Ghoul Dragon” is a crucial card that synergises well with Negrobolt’s effect.

Should this card be in your bind zone, you can Counter-Blast 1 and retire one of your rear-guards to return six other normal units in your bind zone to your deck, and shuffle your deck! If four or more cards were returned, you can call this rear-guard to the field!

By returning your normal units in your bind zone back into your deck, you’ll be able to increase your deck size (to prevent losing by deck out) and continue discarding cards from your deck to increase the number of cards in your drop for Negrobolt! You can also use this ability to return your “Dancing Cutlass” and “Pat the Ghostie” in your bind zone back into your deck; you can potentially discard them from your deck again to utilise their effects in the drop!

Other than this, when Ghoul Dragon attacks a vanguard, you can Soul-Blast 1 and retire one of your rear-guards to retire one of your opponent’s rear-guards! This ability could be helpful in increasing your drop zone count to strengthen Negrobolt’s effect, but it is generally just an effective board removal tool. (Specifically, you will only be able to strengthen and benefit from Negrobolt’s defensive effect. Generally, you’ll want to attack with Negrobolt first, activating its offensive effect to enhance your remaining attackers.)

Stormride Ghost Ship

Stormride Ghost Ship” is a strong attacker for Granblue! This rear-guard cannot be normal called from hand, so you generally want to superior call this attacker from the drop in order to make use of it. If it ends up in your hand, you’ll have to make use of card abilities that can discard it. (“Greed Shade” and “Tommy the Ghostie Brothers” have great effects that can discard this card from hand.)

When this rear-guard attacks, it gets a significant +15 000 Power for that battle! After it attacked, you draw a card and retire it! Simply put, this card will be a great offensive option that also increases your card advantage easily! You can make use of “Pirate Swordman, Colombard” to superior call this to the field early in the game to pressure your opponent and gain an advantage over them!

Skeleton Sea Navigator

Skeleton Sea Navigator” is a must-play card in most Granblue decks! By Resting two of your rear-guards, you can discard the top five cards of your deck!

This effect allows you to increase your drop zone count, building towards Cocytus’ first ability! On top of that, it is also useful in putting key pieces into your drop so that you can prepare for your offensive strategy! You can then use Colombard to call one of those cards to the field, or Greed Shade to put that essential card into your hand.

Also, Skeleton Sea Navigator’s ability can be used more than once per turn. You can Rest your entire board of rear-guards to set up your drop zone with at least 20 cards to fully activate Cocytus’ first ability before superior riding into Cocytus “Яeverse”!

Dancing Cutlass

An essential resource generator for Granblue is “Dancing Cutlass”. If this card is in your drop, you can bind one of your other “Dancing Cutlass” in your drop and discard the top card of your deck to call this card to the field and Counter-Charge 1!

This ability allows you to increase your board presence, regain resources and maintain a high drop zone count! The bound copy of this card can also be returned to the deck by “Dragon Undead, Ghoul Dragon”, so you can potentially reuse Cutlass’ ability again later in the game!

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Zoo

Megacolony

Martial Arts Mutant, Master Beetle

Martial Arts Mutant, Master Beetle” is a vintage Megacolony card that fights aggressively! This tough unit gains a lot of benefits when more of your opponent’s rear-guards are at Rest! By paying Counter-Blast 1, you can Rest two of your opponent’s rear-guards, and those rear-guards cannot Stand during the next stand phase. If Master Beetle is your vanguard, this card also gains the original Power of all the chosen units!

Not only will you be able to restrict your opponent’s offense the following turn, you’ll also strengthen Master Beetle’s attack! This will force your opponent to commit more resources to guarding against Master Beetle!

Furthermore, when this vanguard attacks, you can Counter-Blast 1 and discard a card from your hand to give this vanguard an additional drive for every three of your and your opponent’s Rest rear-guards!

Master Beetle’s offensive potential is extremely clear against rear-guard reliant decks that don’t have a way to clear their board. You’ll be able to gain a significant number of drives to pressure your opponent and increase your card advantage! To maximise this ability well, you’ll want to have a full board of rear-guards and attack with them first so that you can have as many Rest rear-guards on your side of the field. (Your opponent will generally have their board full of Rest rear-guards for Master Beetle to capitalise on.)

Machining Armor Beetle

A great support for the Machining build is “Machining Armor Beetle”! By resting one of your other rear-guards, you can Rest one of your opponent’s rear-guards, and that unit cannot Stand during your opponent’s next stand phase! This rear-guard also gains a helpful +6000 Power!

Armor Beetle will be able to reduce the number of attacks from your opponent during their turn! (If they want to maintain their offense, they’ll have to remove that paralyzed rear-guard on the board first.) It also can form an effective attacking column with your other 8000 Power grade 1 rear-guard. Furthermore, this rear-guard can Rest helpful cards like “Machining Cybister” to activate their abilities!

Other than this, if Armor Beetle is Rest, your opponent’s rear-guards in the same column lose ‘Intercept’ and ‘Boost’, and cannot gain those abilities! This reduces the offensive and defensive capabilities of your opponent’s field, so your opponent will be hard pressed to get rid of this rear-guard to reduce the interference to their board!

Brillian Blister

Brillian Blister” returns to the swarm to provide massive defensive upgrades! When your turn ends, if your opponent has no Stand rear-guards and this rear-guard is in your back row, you can return this rear-guard to your hand! If you did so and you have six or less cards in your hand, you can Soul-Blast 1 to draw a card!

By returning Brillian Blister to your hand, you’ll be able to utilise its defensive second ability! Furthermore, you’ll be able to gain some card advantage when your hand size is quite diminished! If you go first, you could call this rear-guard in your back row and activate its ability when your turn ends to draw a card! (Going first, barring any card effects that draw, you will definitely have six or less cards in hand.)

Of course, the highlight of this card lies in its second ability! By putting this card on your guardian circle while your opponent’s vanguard is Rest, you can Soul-Blast 1 and discard a card from your hand to Rest one of your opponent’s rear-guards, and that rear-guard cannot be Stand for the rest of the turn!

This phenomenal ability helps to significantly reduce the number of attacks coming from your opponent, allowing you to stabilise against a powerful offensive strategy! Furthermore, this potential presence of this guardian in your hand can force your opponents to readjust their game plan in order to play around this card!

Machining Black Saturn

A powerful upgrade to the Machining archetype, “Machining Black Saturn” unleashes its wrath! By paying Counter-Blast 1 and Soul-Blast 1, you can Stand five of your rear-guards and give them +5000 Power! Furthermore, this vanguard gains an additional drive, and your opponent’s vanguard loses a drive until the end of their next turn!

Your rear-guards that were Rest for your other card abilities can be Stand and empowered by Black Saturn, so you’ll be able to form an impressive offense! Not only will you gain even more card advantage from your drive checks, your opponent will have their card advantage from drive checks reduced severely!

Vulgar Mutant, Stamping Red

Vulgar Mutant, Stamping Red” is a helpful presence in most Megacolony decks! When it enters the field, you can Counter-Blast 1 to put a Cradle marker on one of your opponent’s rear-guards without a Cradle marker! If you were unable to, you draw a card!

This ability allows you to potentially shut down one of your opponent’s rear-guards and add key pieces from your deck when that rear-guard is removed from the board! Even if your opponent keeps their field empty, you can still increase your hand size!

Other than this, Stamping Red gains a helpful +6000 Power if your opponent has a rear-guard with a Cradle marker! Boosted by a 8000 Power grade 1 unit, this unit can achieve optimal numbers to force out more Shield from your opponent!

Machining Cybister

Machining Cybister” is an impactful rear-guard for the Machining archetype! When this rear-guard is Rest by your card ability, you can call a “Machining” card from the top three cards of your deck to the field, and return the rest of the cards to the bottom of your deck!

By using one of your other Machining card abilities to Rest Cybister (For example, “Machining Armor Beetle” or “Machining Meteorbullet”), you can easily increase your board presence with other helpful Machining rear-guards for no cost! You can then Stand this rear-guard again with “Machining Spark Hercules” or “Machining Black Saturn” to serve as a supporter for your offense!

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Great Nature

Battler of the Twin Brush, Polaris

A familiar beast rampages onto the battlefield with a loud roar! “Battler of the Twin Brush, Polaris” is a majestic vanguard that can initiate a powerful attack when your rear-guard is significantly strengthened!

After this vanguard attacks, you can Counter-Blast 1 to give one of your rear-guards this vanguard’s Power! If that rear-guard has 50 000 or more Power, you can Stand that rear-guard. If it has 70 000 or more Power, and your opponent’s vanguard is grade 3 or greater, you can Stand Polaris and give it +15 000 Power for the turn!

While this effect may seem difficult to pull off, it is actually more manageable to achieve in reality! Firstly, you can rely on the powerful rear-guard “Ambers Triangular” as the ideal target for Polaris’ effect. It can gain immense amounts of Power if it is alone in a column, so you can call it to an Accel circle! (You could use Accel 1 to ensure that it has even greater Power!) You can also use helpful supporters like “Measured Fossa” and “History Scholar, Bushboeckh” to help it to hit higher numbers! You could also reveal a Front trigger during your drive checks to buff both Polaris and Ambers Triangular! Polaris will then be able to confer its strength to Ambers Triangular to meet the Power threshold!

Guardian of Truth, Lox

Guardian of Truth, Lox” also returns to the fight! This vanguard strengthens your grade 3 units greatly and generates card advantage easily.

By putting a card in your hand into your soul, you can reveal the top three cards of your deck. Put all grade 3 cards from among them into your hand, and discard the rest. If you put a grade 3 into your soul, you can then give this vanguard this ability: All of your grade 3 units get +5000 Power!

Not only does this ability increase your card advantage easily, it also regenerates soul for your other card abilities and buffs your grade 3 units on the board. Interestingly, it can also put into play your card abilities that activate when they are discarded from your deck! (For example, “Coiling Duckbill” and “Taping Cat”.)

In order to make use of this ability well, it would be great to tap onto the large pool of powerful grade 3 units in Great Nature! “Ambers Triangular”, “Hammsuke’s Rival, Rocket Pencil Hammdon” and “Culture Gorilla” are all ideal options for you to consider using in your Lox deck!

When your turn ends, you can retire two of your grade 3 rear-guards! For each card retired, you draw a card and retire one of your opponent’s rear-guards! You can regain some card advantage and get rid of pesky key pieces on your opponent’s end of the board!

Coiling Duckbill

The adorable “Coiling Duckbill” returns! When this card is discarded from your deck, you can Soul-Blast 1 to put this card into your hand! This could be particularly helpful in increasing your card advantage when it is discarded from your deck for your Lottery effects! (The Isabelle deck supports this kind of playstyle.)

When your other rear-guard is retired by a card ability during your turn, you can Soul-Blast 1 and retire this rear-guard to draw a card! This effect allows you to increase your card advantage easily and clear your board against removal decks!

This ability will be particularly useful with “Famous Professor, Bigbelly”. Bigbelly has an effect that draws you a card when your rear-guard is retired during the battle phase or end phase. By activating Duckbill’s effect, you’ll be able to draw at least three cards! (1 card from Bigbelly’s effect activates due to your rear-guard being retired by a card ability, 1 card from Duckbill’s effect, and 1 card from Bigbelly’s effect due to Duckbill retiring itself.)

Ambers Triangular

Ambers Triangular” is a powerful attacker that is a must play in many Great Nature decks! If there are no other rear-guards in the same column as this unit, it gains +10 000 Power! With this simple ability, Ambers Triangular is a hard hitter for your offensive strategy! It’s recommended to put this rear-guard on an Accel circle to guarantee this effect!

Furthermore, when this unit’s attack hits, you can give one of your rear-guards +10 000 Power for the turn! You can give this buff to your other rear-guards to strengthen your board in general, but you can also give this Power to itself to allow it to become even more massive! In general, you could attack with this rear-guard into an enemy rear-guard, as your opponent may choose not to guard that rear-guard in fear of other high-powered attacks.

Ambers Triangular is an important offensive option in both Bigbelly and Polaris builds. On its own, it can already be Stand by Bigbelly’s effect, but it can also confer Power to other rear-guards so that they too meet the 20 000 Power threshold!
For Polaris, it’s already a powerful attacker on its own that can easily meet the Power thresholds with a bit more help from your other card abilities and trigger Power!

Veteran Janitor, Siga

An interesting option you could consider is “Veteran Janitor, Siga”. When your turn ends, you can Soul-Blast 1 to retire all rear-guards in the same column as this rear-guard. If two rear-guards were retired, you can add a copy of your vanguard from your deck into your hand!

This effect essentially guarantees your grade 3 ride for your next turn to generate more Accel markers and improve your offense! Furthermore, by retiring your rear-guards, you can clear your board to play around board removal decks! You can also use your card abilities that come into play when your rear-guards are retired. (Bigbelly can draw you a card when your rear-guard is retired during the battle phase and the end phase.)

History Scholar, Bushboeckh

Some Great Nature decks rely on “History Scholar, Bushboeckh” to maintain a high-octane offense! When this card is ridden as your vanguard, you can discard a card from your hand to draw a card! This simple but helpful ability allows you to cycle through your deck easily for better key pieces!

After Bushboeckh boosts, you can retire it to give one of your rear-guards a significant +10 000 Power boost! This Power boost can be helpful in achieving the required numbers for your certain card abilities! (You could strengthen your rear-guard to hit the 20 000 or more Power threshold for Bigbelly’s Stand effect, or you could help your “Ambers Triangular” meet the 50 000 Power and 70 000 Power thresholds for Polaris!)

Other than this, card abilities that activate when your rear-guards are retired also synergise with Bushboeckh! (Bigbelly and “Coiling Duckbill” are great allies that help you accumulate hand quickly.)

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Neo Nectar

Thorn Lily Musketeer, Cecilia “Яeverse”

The white lily has wilted, shedding its snowy petals with thorny blades! The beautiful and regal Cecilia has been transformed by the Void into the intoxicatingly deadly “Thorn Lily Musketeer, Cecilia “Яeverse” “! With unnatural power, she cuts through her foes with a cruel satisfaction.

When this vanguard attacks, you can Counter-Blast 1 and retire two of your rear-guards to call two unit cards from the top five cards of your deck! This allows the Musketeer deck to have some multi-attack to threaten your opponent’s defences!

Furthermore, if this card is your vanguard or on a front row rear-guard circle, after your “Cecilia” rear-guard that was called from your deck this turn attacked a grade 3 or greater vanguard, you can Counter-Blast 1 and lock two of your Stand rear-guards to Stand that rear-guard. If you have a locked card in your front row, you bind that rear-guard instead, and ride that card on your “Musketeer” vanguard as Stand!

This ability allows for much versatility in your offensive strategy! Whether this card is your vanguard or a front row rear-guard, you can gain an additional vanguard attack and generate more Force markers as long as you attack with a Cecilia rear-guard that was called from your deck! This definitely rewards you for playing Cecilia as your main vanguard, as you’ll have access to two different Cecilia units that you can ride into from this card’s ability! You could even play this alongside “Lycoris Musketeer, Vera” as an attack extender for the deck!

Overall, Cecilia “Яeverse” has great potential in any Musketeer lineup, raising the offensive ceiling of the archetype greatly!

Deep Green Lord, Master Wisteria

Deep Green Lord, Master Wisteria” is a powerful support for many Neo Nectar decks! When it enters the field, you can Counter-Blast 1 and discard a card from your hand to call two plant tokens to the field! You can then add a copy of your other unit from your deck to your hand!

You could use this to increase your board presence with helpful plant tokens that can either serve as attackers (this works well with “Maiden of Stand Peony”) or as fodder for your other card abilities. (Ahsha could retire them to generate an “Ahsha’s Flower Fairy” token.) Furthermore, Master Wisteria also adds a copy of one of your key pieces on your board into your hand! You could use this to add a copy of your vanguard to guarantee a ride the next turn, or you could add a copy of your powerful rear-guards to launch your offensive! (For example, if your vanguard is “Dream-spinning Ranunculus, Ahsha”, you can add a copy of your vanguard to your hand. You can then call that copy to the field and also create an “Ahsha’s Flower Fairy” token to fully activate your offense!)

When Master Wisteria attacks, you can Soul-Blast 1 to choose one of your units, and all units with the same card name get +5000 Power! If Master Wisteria is your vanguard, they gain +10 000 Power instead! If you have a board full of units with the same name, Master Wisteria will pay dividends! (This also works with your plant tokens, so you can buff your board significantly!)

Cherry Blossom Musketeer, Augusto

Cutting through the swathes of jungle is the iconic unit “Cherry Blossom Musketeer, Augusto”! When Augusto is called to the field or put on the guardian circle, you can retire one or more of your back row rear-guards to give this rear-guard/guardian +5000 Power/+5000 Shield for each rear-guard retired for this cost! Furthermore, if you retired two or more rear-guards for this cost, you can return two “Musketeer” normal unit cards in your drop to the bottom of your deck to draw a card!

Augusto has great offensive and defensive capabilities for your Musketeer deck! It can gain great Power and Shield just by retiring your unneeded back row rear-guards, and it can also recycle your key pieces back into your deck to potentially add key offensive or defensive pieces to your hand!

Pansy Musketeer, Sylvia

Neo Nectar players can also consider using “Pansy Musketeer, Sylvia” to help in their early game offense. When placed, the player may call a plant token!

Sylvia provides a way to add more units to the field without any cost. This is highly beneficial in Neo Nectar builds that can fill the field with rear-guards quickly to rush the opponent down in the early game. On the other hand, it also gives you a free rear-guard that you can retire for your other card abilities! (By retiring their allies,the Musketeers refine their board state with ideal Musketeer rear-guards, and Ahsha creates powerful “Ahsha’s Flower Fairy” tokens.)

Anthurium Musketeer, Gastone

An ideal Musketeer rear-guard is “Anthurium Musketeer, Gastone”! During the turn that it was called from your deck, it gets +10 000 Power!

Gastone will be able to be a decent attacker/supporter for your offensive strategy! Musketeer builds tend to have a lot of filtering effects that call other Musketeer rear-guards from the deck, so you can expect to see Gastone quite frequently when using those card abilities!

Maiden of Sweet Berry

Maiden of Sweet Berry” is a key supporter for most Neo Nectar decks! When this unit enters the field, you can call up to one plant token to the field! If you have a grade 3 or greater vanguard, you Soul-Charge 1!

This card increases your board presence with useful plant tokens that either help you to play aggressively or can be retired for your other card abilities! Sweet Berry can also help you to regenerate resources for important card effects!

Sweet Berry also gains a helpful +5000 Power if you have a grade 3 or greater vanguard, allowing it to bolster your attacking columns!

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Conclusion

With V Clan Collection Vol.3 and 4, expect to see a huge shake-up in the V Premium format! These cards are extremely powerful, creating new ways for you to enjoy your favourite archetypes and introducing unique playstyles for your clan! Don’t miss out on this amazing collection of cards, available from March 5th!

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