nzbeans asked: Semi-related to Vanguard, but what are your thoughts on Wizards discontinuing Kaijudo/Duel Masters for the second time in the TCG's history?
Well the big thing that I want to point out is that they said they are no longer printing the card game, I hope that means they will continue on other fronts. I feel it is sad though that we as a TCG community didn’t enjoy the game enough that it had to be discontinued again. Because the game is fun and was different, but I also feel it had this feeling like it was strictly a kids game. It wasn’t by any means because most kinds probably never played the game lol. It was very much a group of people looking for something different.
Van-Guardians!!!!! Here is my deck list and recap of my tournament matches and experiences. I am going to try and keep this short as possible. But I first I would like to say a few things about this deck and the tournament overall.
1) I was the only Neo Nectar player in this entire tournament!!!
2) There where 12 Raizer/Cat Butler decks, so right from the beginning it was very scary.
3) Also Grade Lock was a huge factor in many matches. Again the name of the game.
4) We had 72 participants which was a huge jump forward compared to our first tournament which had 45.
5) Prizes where increased as well to the Top 4 compared to a sole winner in the last tournament.
6) Overall the online tournaments are increasing. I plan on doing as many tournaments as possible.
Now that I am done with that lets get to the deck list
I also want to point out that this build is very similar to my original deck list that I used in the first Van-Guardians tournament but was update with Legion.
Grade 0’s: (17)
1 x Broccolini Musketeer, Kirah
4 x Chestnut Bullet (Critical)
4 x Night Queen Musketeer, Daniel (Critical)
4 x Blue Rose Musketeer, Ernest (Stand)
4 x Hibiscus Musketeer, Hanah (Heal)
Grade 1’s: (14)
4 x Dandelion Musketeer, Mirkka
2 x Red Rose Musketeer, Antonio (Pefect Guard)
2 x Moth Orchid Musketeer, Christie (Quintet Wall)
3 x Water Lily Musketeer, Ruth
3 x Lily of the Valley Musketeer, Rebecca
Grade 2’s: (12)
4 x Cherry Blossom Musketeer, Augusto
4 x Pansy Musketeer, Sylvia
4 x Licorice Musketeer, Saul
Grade 3’s: (7)
3 x Holly Musketeer, Elvira
4 x Licorice Musketeer, Vera
I just want to point out some of the differences from my last deck and talk about some of the combos I have with the deck.
So I changed my Sentinel line up, I added two of Quintet wall. At first I had a hard time adding this card to the build simply because I do not run Peony Musketeer, Martina, which she adds 5 normal units from your drop zone back to the bottom of your deck and then look at the top 4 cards of your deck and call two musketeers units. I had a hard time with Martina simple because I feel she is rather lack luster and really doesn’t add any great pressure. But more on that later, I wanted the quintet wall more so for dumping cards into the drop zone so I could Legion early on with out having to drop my entire hand. So I went 2-2, and I enjoyed it that way, I actually really never used the Perfect Guards because most of the bloody time I was fighting decks that made it hard to use grade 1’s, more on that later.
As far as grade 2’s go, basically the exact same thing line up before but with the addition of my “mate.” Licorice, Musketeer, Saul is a good card that allows you to put 3 normal units on the bottom of your deck and draw a card when your vanguard performs legion. That is the only draw back you only gets his effect when your vanguard performs legion, but that is why you legion as much as possible with this deck.
and for grade 3’s I added Licorice Musketeer, Vera and dropped Holly Musketeer, Elvira down to 3. In my personal opinion these are the two best grade 3’s for the Musketeers. Vera is so good and not just because of her Legion ability but because of her ACT ability, retire one musketeer and look at the top 5 cards of your deck and call one Musketeer unit…….OMG YES!!! This is a huge ability that is so good for them Musketeer sublcan simply because you do not have to counterblast, soul blast, or what ever, all you have to do is retire a weaker unit and hopefully you can call a stronger unit or call a unit that will basically help fix your field. I literally could make so many plays with this card and do so much field correction many of my opponents and friends joked how much longer would my turn take, they needed to know if they should order a pizza or something. And her true power comes from when she legions: [CONT](VC):During the turn that this unit performed Legion, all of your units with “Musketeer” in its card name get [Power]+3000. The power that creates on your rear guard units is out standing and very deadly especially since the deck can already create perfect columns.
Well the biggest thing about this deck and from what I personally feel on it, it has so many ways to thin itself and recycle the cards it needs it basically gets to a point where you can drive check triggers all the time and can create those perfects columns. And I think is a very underrated deck which I hope will change but since it is not Paladin or Dragon we will never know lol.
Round 1: Andres Soryuu Nova Grappler/Raizers- Well my first thought was: Oh shit! Of course I start with Raizers in the first round. I won this match though, 2-1, but it was not easy. I found after a lot of play testing and if you are at 3 damage and your opponent has a cat butler on deck, I would rather just take Mega Flares attack then ever try to guard and hope my opponent does not drive check a crit. Simply because I did not want to have my opponent get that extra twin drive, that is where so many problems occur with Raizer decks. Also with Raizer decks you want to out rush them before they out rush you. You need to hit them hard and make them guard those Cat Butlers, or damage them.
Round 2: Riley Burgoon Nova Grappler/Reverse Ethics- Well here we go again! Second round I get another Nova deck but at least this deck was not Raizers, still though all the restands for days!! But I was very happy it was against someone I played in the first Area tournament and a great player. I won, 2-1, but the time I lost was against breakride with a perfect 8 attacks. The other games that was not accomplished and I was able to ”weed” out the restanding storm.
Round 3: Mike Carvalho DP/Metalborgs- This was my only loss in the entire tournament, 1-2. It was because of Commander Laurel. I won the first game and I think my opponent saw that Laurel gave me a hard time so he capitalized on it in the next match using a very early Laurel rush on me and game 3 was a similar situation but he also broke rode over Diakaiser with Sin Buster and had Laurel on the field as well. Game-Set-Match. Congratulations Mike!!!
Round 4: Niall McDonald Nova Grappler/Raizers- And here we go again with the Nova Grappler clan!!! And not to mention this was my 4th match against a clan from the Star Gate region. But I was very happy with this match because it was against the Champion from the first tournament and it was my rematch against him as well, having loss to him in the top 4 in the first area tournament. I deemed this match: The Creator vs the Champion, inspired by YuGiOh. Same situation as before with the Cat Butler based deck, out rush them and know when to take damage!! That again is a huge part of playing against Raizer decks. I won this match 2-1.
As of this moment my record overall is 3-1
Round 5: Patrick Steckenreiter Shadow Paladin/Witches- I found this to be a very unpredictable match up. Simply because I did not know the true potential of the Witches. Sadly there power was very limited when we started this tournament. They did not get a promo card that I feel would have made the deck a whole lot scarier than it already was. Though after the Area update came out before this round I allowed those who where running Genesis and Shadow Witches to update their decks. Problem is Musketeers have a very good way of countering the Shadow Witches, simply call Ernest, the stand trigger, when they do their effect to call over your units with triggers and wait for the next round to recycle him and get back a stronger unit. Ernest was the MVP of this match, I won 2-0.
Round 6: Jyharri Ahmed Royal Paladin/Seeker- This is the hardest match up for me to remember simply because I think what happen was my opponent was grade locked one game and then had to ride another unit that was not Sing Saver. And when he was able to ride Sing Saver I was prepared for it. I won 2-0.
Round 7: Donovan Lomax Genesis/Witches- Last and final round and I was happy that my last three matches where not against a Star Gate Clan. But this truly was my most difficult match up. Simply because I was not allowed to guard with Grade 1’s and the fact that the Witches have so many ways to get power boosts, generally 5k boosts and fill the soul with fallen units. So every turn he was able to attack with huge numbers and stop me from using Sentinels. It was a very frustrating match up and I literally had to think out every play at least 2 steps a head of my opponent just to keep a advantage. I ended up winning 2-1.
I would end up in 4th place in tourney and would make Top 8!!!
Round 1: Brandon Yan Shadow Paladin/Witches- Again witches proved to be a very scary deck and simply because they can screw with your lines so much. My opponent found that Ernest again was a evil card towards this deck and that calling triggers wasn’t to bad because I simply could retire them and replace them but I was always on the defense in this match up. I won game 1 and in game 2 I misguarded and it cost me the game, and game 3 was the most intense game I had the entire tourney. Simply because at one point my opponents hand was about 8-10 cars and mine was about 4 lol. What ended up in my favor was double triggers and huge power lines. My opponent was forced to guard alot because of the power. I would end up winning this match 2-1.
Semi Finals: Shen Yan Nova Grapplers/Raizers- Well this was my 5th time playing a Nova deck and the worst part about it was I was playing the only true undefeated player in the entire tournament. Game one came down to the exact scenario I point out earlier, I was at three damage and didn’t want to waste my hand guarding against Cat Butler combo so earlier, so I took the attack and he drove check a crit. I lost first match. Second and 3rd match was a entirely different story and I thank the Van-Gods for the win. My opponent was grade locked for both matches at grade 2. Come to find out it was because he only ran 6 grade 3’s. In the 3rd game he used 2 Quintet walls and damaged checked all 6 of his grade 3’s, no way he was getting out of grade lock them. I understand why players reduce the number of grade 3’s they run, simply to make room for more Cat Butlers, but that is the huge risk they take, even if they are running a grade 3 searcher, the ratio’s are all off. But I would end up winning 2-1 simply because of grade lock. Again name of this tournament!!
Finals: Jonathan H Gall DP/Metalborgs- Needless to say I was incredibly nervous about this match up. Mostly because my only loss in the tournament was to this deck. I had the pleasure of playing Jonathan before this match for fun, long before we ever knew we would be in the finals. He beat me then but I had a glimpse of this strategy and I saved our match and studied it. The thing I found with most Metalborg decks is that they relay a great deal on either break riding with Daikaiser and or Laurel. I didn’t swarm in this match as much as I normally do I simply kept cards for guard and made sure to guard every attack when Laurel was on the field, again I didn’t want to let my opponent get a large hand, I needed to dwindle his hand down, which was exactly what I did. Game one ended with a double crit on 4 damage and game two end with a crit on 4 damage. I won 2-0.
I won the Grade Lock Tournament!!
Again I am very proud of this deck and its performance, I received many compliments and I greatly appreciate them. If you are reading this and test the deck let me know what you think. Or what you think in general. Thank you!!!
Great Nature needs a subclan. Please give them one when you decide to give them legion support. Please and thank you.
THE VOICE OF REASON!!!!
Okay so if Angel Feathers ever get new support, I don’t think it should be Celestials but it should be based around the Mobile Hospital archetype. And this is why: Yes Celestials are powerful but they require just have one card in the damage zone, really nothing to exciting and then the reverse unit was the same. If they made Mobile Hospital and stuck to the effect of healing damage based on the number of rear guards it could be truly interesting, it has never been done, and I know what you are thinking that wouldn’t be fair they can heal more than any other deck. But look at it this way, Shadow Paladins can inflict damage now without having to attack. Most decks can add extra crits why not have a more of a defensive based subclan? To counterbalance that heavy attack meta that we are currently in. I would love to see Angels get a self healing mechanic, it is something they truly deserve.