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Saikyo Cardfighter R
on Cardfight!! Vanguard
Dinos, Dirtbags and Discarding: G Technical Booster 1
3 under-supported clans, one booster to compensate. Saikyo
analyses them all.
Since The RECKLESS RAMPAGE (which is apparently so amazing
it needs to be typed in motherfucking capitals like BRIAN
BLESSED) is just over the horizon I thought it would be best
to churn this out so that people know what to expect when
picking up support for a clan where Legion was the last time
they got anything half-way decent. So with that said, this
first Technical Booster is responsible for allowing Spike
Brothers, Nubatama and Tachikaze to play with some
Generation Break toys and new G-Units. But are they any
good?
Please keep in mind that I have only very tentatively
playtested some of these so take these with a massive pinch
of salt. Also I was forced to sort of steal some older shit
to incorporate so they didn’t completely fall on their ass,
bear with me. So with that in mind, let’s go!
Spike
Brothers
Okay, let’s review the Spike Brothers support here first.
These guys incorporate Charge as their main keyword. When
called by a card effect, a Charge unit goes in the charge
state, which sends them back to the deck after attacking.
Sounds nasty except Spike is all about chain attacks so not
really. Examining the G Support individually, their
Generation Break skills basically revolve around them
calling more units, either from the field or the hand and
them granting them a power boost. A select few even bind
units that already attacked, and then call them back for
MORE attacks and to spring Charge. One or two cards even
power themselves up upon Charge, which means that this deck
may even outpace Dragger/Ogle, but I haven’t extensively
playtested either. Spikes also managed to get something that
actually can deliver hard advantage to your door in the form
of Cobalt Impulse, so yay hand fuel and problematic card
killers.
Exceptional Expertise, Rising Nova is the Stride bearer of
the deck and pretty much the backbone of the entire
operation. So what would you use as the backup Grade 3 for
him? It may be tempting to use Bulldozer Dobe or the R one,
but a RG support G3 isn’t a tempting idea as a ride unless
it’s Messiahs or something and almost every G-Unit fulfils
name requirements. The best idea I saw was Bad End Dragger.
It allows access to specific G-Units like Good End Dragger
which would in turn searches Rising Nova with its own skill
so no bad ride in the deck. Even if the Break Ride can’t
activate, just being able to grab Rising Nova is good
enough.
As far as G-Units go, we have Dhampir Lily, which can
probably be ignored or just run at 1 copy. What you’re in it
for is the RRR Miracle Ace and the GR Dirty Picaro. Assuming
you want to use Dirty Picaro at all, you’re mostly going to
start with Miracle Ace as the first Stride just so the GB3
can be quickly used. Fair enough, the prospect of 3 Drive
Checks is enough to force a PG anyway. Especially if you run
12 Crit. Which you now can, and really should do: deck’s all
about damage.
The entire deck is a balancing act: you need to have a good
amount of units that can SPRING Charge as well as juggle
units with Charge in the first place. As always, being GB1
reliant anything fast may be able to destroy it before it
goes live, or anything where G3s don’t matter like G1 rush
will pwn it, but since that’s the weakness of everything
here, I’ll skip over it for now. All in all, solid.
Nubatama
Second on my list of coverage is Nubatama. Their keyword
here is Afterimage: when a card returns from Bind Zone to
the hand, the Afterimage unit also returns to the hand, but
only if your hand is at six or less. Stealing Bermuda’s
shtick of guard quality whilst attacking, are we? Effective
enough I suppose, since there’s a decent amount here that
can bind cards, so Afterimage isn’t hard to spring. The main
problem here is the Afterimage cards themselves. I won’t
mince words: quite a lot of them aren’t that amazing. Most
of them compete for space, particularly in the Grade 1
department, which would not only have to max Stride fodder
and the Perfect Guards (most likely the one that
Countercharges given Nubatama’s Counterblast requirements)
and Dreadmaster from BT01 is looking like a mainstay even
here. The G2s wouldn’t be passed over in favour of early
binds from Tamahagane for example either, so on the whole
the best build would probably be looking to just utilise
whatever hand destroying capabilities are there and just use
bind to seal intercepting or hand for a last turn push, like
old Nubatama.
Stealth Dragon, Shiranui’s your bread and butter here. Upon
Stride he’ll force the opponent to discard a card as well as
bind a rear-guard. But in case you can’t grab him, the
better backup G3 would be again, something from an older set
that is ideally not limited to Generation Break. Either
Shura Stealth Dragon Kujikiricongo or Kabukicongo since they
would at least diversify the G-Zone a little more for you
should you want to. I don’t recommend it since there’s only
one way to juggle the two Grade 3s and it’s focused on
Shiranui: you want them for not being a Generation Break. As
long as you run Kuroko as the starter and run a decent
amount of Tamahagane and Dreadmaster (I even like Hagakure
just to troll attacking things) then Early and Mid Game
shouldn’t be a problem, so I’m all for running anything that
doesn’t play by an opponent’s rules of needing to be on G3.
G-Unit-wise, the R one (Zaramerakan) is basically ignorable
because you won’t be focusing on Afterimage, so it’s the RRR
Atagolord and the GR Tsukumorakan. Atagolord is hard to pull
off, but is still the one you’ll rely on the most, so it’s a
4 copy-off. Tsukumorakan is only for very specific matchups
such as Oracle Think Tank, so luckily you’ll only need 1 for
it to work. So in summary, you’ll need Gedatsurakan from
Fighter’s Collection to polish the whole thing off to make
it work.
In summary, Afterimage sounds like a good idea, but it’ll
get shat on by anything that’s fast since most are GB1
restricted and you’ll have little offensive pressure. In its
most optimal build, it needs to have a fast game, all game,
but at least this deck comes with 2 Critical Triggers so all
you need is to grab the third set from BT13. It’s a fun
deck, but is a bit lacking in punch.
Tachikaze
Here’s the third clan of the set, Tachikaze. Their keyword
is Engorge: when a unit with Engorge attacks, you retire at
least one of your rear-guards, and then the unit enters the
Engorge state until end of turn, which unlocks their other
skill which only works when engorged.
This might sound a bit inefficient, and to be honest,
a lot of it is: there’s only one card that isn’t Gaiaemperor
that actually gets the card advantage you lost back, and
that’s Tank Mammoth. The good news is that Engorge is
actually worth building an entire deck around, so as long as
you run plenty of cards that wash in transaction when you
can’t ride the ideal Grade 3, then you should be more or
less golden. Main problem here is of course juggling the
Engorge units and the stuff that compliment Engorgers, since
most of the eat targets in here get resources back like
Counterblast or grant power but do little to keep cards. So
you may need to steal some old crowd cards like Skyptero
just to keep things balanced
Gaiaemperor is the main Grade 3 of the deck and to be
honest, the deck doesn’t so half as well without him around.
He’s going to be the only way your Engorge units can eat
without losing any physical cards. Luckily, you’ll be
running a decent amount of Engorge units, so actually, the R
Grade 3 Tyrannobrute is actually worth considering.
Tachikaze do suffer from a lack of viable 11k options here
since most of them tend to be Ancient Dragons and thus need
Ancient Dragon support to function, so there you have it.
The main G-Units you want are Hammer Gewalt, Gluttony Dogma
and Twin Tempest. Gewalt is not too important given he’s a
-1 and is actually surprisingly easy to avoid: the opponent
just needs to use both front row to intercept the first
attack (I’m assuming you’ll eat a rested column for best
results here). Gluttony Dogma is the shit: with the right
support this motherfucker reinforces hand and keeps offense
up, especially with Gaiaemperor, so he’s a 4 of, definitely.
Twin Tempest is a bit iffy given Dogma can seal games, but
at least it means you’ll only need 2 at most and the rest
can be generic cards.
I do wish that Bushi would give us more wash transaction
cards than just the Mammoth, but all in all the deck is
functional enough. Do remember to dig up some Skypteros and
playtest Blightops: I loved Blightops back in BT03 Tachikaze
and with so many units that can spring him it’s not a bad
idea.
*Sigh* Poor, poor Afterimage. It is suffering.
Tell me I’m mad or a douchebag for using 12 Critical Spike
Brothers at
saikyocardfighter@outlook.com
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