Sunday, September 29, 2013

Light and Shadow become one! Deck Profile: Majesty Lord Blaster!

My Majesty Lord Blaster breakride deck!!!

 Hey everyone, hope you guys are enjoying your Sunday. Today I will be posting my very first Cardfight Vanguard!!! deck profile, on my Japanese-restriction Majesty Lord Blaster breakride deck, which will include my deck breakdown as well as my rationale for running the cards that I run. But first, let me put my decklist below so you guys can see what I run in my deck.

Decklist:
Grade 0:
Wingal Brave x1 (SVG)
Alabaster Owl  x4 (critical trigger)
Blazing Jewel Knight, Rachelle  x4 (critical trigger)
Dedicated Jewel Knight, Tabitha x4 (draw trigger)
Enthusiastic Jewel Knight, Polly x4 (heal trigger)

Grade 1:
Little Sage, Marron x4
Toypugal x2
Flashing Jewel Knight, Iseult x4
Knight of Friendship, Kay x2

Grade 2:
Blaster Blade x4
Blaster Dark x3
Blaster Blade Spirit x2
Starcall Trumpeter x3
Knight of Loyalty, Bedivere x2

Grade 3:
Majesty Lord Blaster x2
Pure Heart Jewel Knight, Ashley x3
Solitary Knight, Gancelot x1
Soul Saver Dragon x1

Now, you might be asking, why no Palamedes? Why run the breakride? Doesn't it slow the deck down? Why the Soul Saver Dragon? Why so many Grade 2s? Why Starcall Trumpter at 3 copies? Well, let me answer them one by one, and provide reasons why I choose to run certain cards and why exclude others, as well as why I run the number of copies in my deck. 

To begin with, I run Wingal Brave just because he is Wingal Brave, and you can use it to search for MLB (which hopefully you already have in your starting hand), or any of the other Blaster units, and he is the core of the deck. His base power of 5k is also not too shabby, and can boost units to easily hit 16k. For the trigger lineup, my choice would be a 8 critical, 4 draw and 4 heal lineup, just because after playtesting with my deck, 8 for me is a comfortable number, and to run 12 critical would be overkill due to the fact that if you are using MLB's effect it essentially is a -2 due to the soulcharging of the two Blasters to get the +1 crit and 2k power. So the draws are there to provide some extra draw power.

You may ask, why do I run lesser Grade 1s than Grade 2s? Well, from my playtesting of this deck, I usually do not get gradestuck at Grade 0 because I make it a point to have 1 grade 1 in my starting hand, and it's not too hard given that you can mulligan once. The main problem that might occur would be that one might not have enough boosters, especially when playing against kageros or narukamis, or anything that can remove your backrow. Toypugals are capped at 2 because most of the time by Grade 3 just because I somehow either do not have a rearguard G3 and without that rearguard G3 its as good as a 6k booster, which when boosting Blaster Blade or Dark only hits for 15k, and when boosting Starcall hits for 14k.

The meat of the deck lies in the 14 Grade 2s, which usually in other decks I would not run so many G2s. But for this deck, having Blaster Blade and Dark in your hand is crucial, especially if you do not have MLB in your starting hand because you want to use Wingal Brave's effect to search for MLB if you want to perform an early rush for damage at turn 3/4 when your opponent has just ridden his breakride vanguard, simply because breakriding requires some setup, and you want to rush your opponent such that he or she is forced to breakride without the optimal field/hand. Also, the reason for running 3 Starcalls is to get whatever Blaster unit that you are missing for your setup for MLB as soon as possible. Blaster Blade Spirit is quite useful as a G2 ride target, simply because he is a 'Blaster' unit and a 10k boosted by Wingal Brave forces a 10k guard for 1 to pass, or even a 15k guard for 1 pass if your opponent is a 9k G2 Vanguard.

Now for the Grade 3s. This is where some might say that 'the breakride is just bad, its' not compatible with MLB'. Well yes, and no. With its' solid 11k base power, its' much better to ride this IF you choose not the adopt the early rush tactic simply because you don't have MLB or its' components, and a 10k MLB is as good as deadweight. Also, with the breakride you will have more time to set up your hand and field, just because they will tend to avoid pushing you to 4 damage if they are not ready to deal with the 10k power and +1 crit. Although Palamedes is good, being a 13k rearguard with easy to fulfil criterion, if you are forced to ride him at G3, not only is it a -1, because you will have to re-correct the ride, it is a 10k base vanguard, and sometimes when things come down to the wire, the 1k difference in power can make or break the match. Also, I havent got around to buying the Palamedes, because I'm too busy and lazy...haha.

The weakness with MLB, is that after you activate his ACT skill to activate the CONT skill to gain the permanent 2k and +1 crit, at 12k base power, it's not so intimidating as compared to a 13k crossride like The End or The Blood, because nowadays there are so many 12k attackers unboosted. Also, if you are facing Link Joker decks which might do the triangle lock against you, you will end up with a unboosted, useless 12k vanguard because it lacks the power to force guard from the opponent, and the +1 crit doesn't become intimidating anymore. You could keep using his ACT skill for the plus 10k power , but technically every time you do that its' a -2, and when you stack the numbers up it adds to more advantage for your opponent and places you at a disadvantage. So its' better to stay in the breakride form until the lock wears off, or breakride over breakride to get the 10k and 1 crit, and for a -1 at least force a perfect guard or 20k for 2 pass, rather than a measly 10k for 2 pass or 15k for no pass. Also, the optimal situation would be if you know that your opponent has no perfect guard and if he somehow stupidly hits you to 4 damage, and if you have Ashley as your VG and MLB in your hand with the necessary components to activate his effect ( I know that's alot of 'ifs'), you can potentially have a 32k MLB with +2 crit w/o triggers and if you get just one critical trigger its' as good as GG (although this is very situational, but I have done it once and man was it wonderful to totally demoralize my opponent).

Gancelot is just there because I have an SP version of him, and his ability to search for a Blaster Blade helps you set up for MLB, or if you don't have a Grade 2 to ride. Soul Saver is there just for the LOLs (or until I get a KOK Alfred), and until now I have not used it yet. But potentially after you breakride and its' quite useful for calling Final Turn! because your opponent will not see it coming. 

Of course, there are many more reasons why I chose to run what I run now, and I might make some changes in the future, and if I do I will update this post to reflect whatever changes that I make. Do comment on how I could improve the deck, and possibly when BT14 Brilliant Strike comes out in December 2013 (I think) I might make some changes given that there will be support for Royals (I'mma excited for Ashley Reverse). 

With that, until next time,

EndBlade

(oops I derped at the end...it seems that I forgot to place a title for the post...oh well this is a repost)


Saturday, September 28, 2013

Enter the Dragon!

So this is my first ever entry log into my new blog detailing my Cardfight!! Vanguard journey. To all those who may come across this blog by chance or however you may come to this page, I salute you and welcome to this blog! What I plan to do from this day onwards is to try and post my thoughts and feelings on updates about Cardfight Vanguard, the great game which Bushiroad created (kudos to Bushiroad), and provide a noob's take on Vanguard! happenings and deck profiles.

I am new to blogging and these types of media so for all those who may be reading this blog, please do give me your advice on how I can improve this blog (once I find out how to add in a chatbox) and how I could go about posting on Vanguard! as well as if you happen to know where I could get the most recent Cardfight Vanguard! news updates and links would be appreciated!

I will get to posting content on Cardfight Vanguard!! soon, maybe beginning with some of my experiences with Vanguard (although I am pretty new to this game) as well as some of my decklists and other interesting (hopefully) things!

Until next time,

EndBlade