by Kyousuke Kousaka Thu Jul 12, 2012 10:57 pm
Unfortunately, the same thing sort of kills the deck in the end. You still end up banking on having a pattern, because unlike Barcgal, you're looking at an unguaranteed two turns of setup, which, when we're talking Vanguard, is the difference between being ahead or behind. When it comes down to it, you're looking to ride Beaumains to jump to Ezel, which isn't especially hard at first glance, but then you're factoring in that your deck is letting you pull boosters and maintain Kryph's presence.
In the end, while it does unexpectedly help Agravain, it adds a new risk to the deck that, based on your design, will more than likely cause it to fall to a considerable chunk of brute force from those 18k+ columns colliding into you while you're trying to build up soul, even with Coongal in hand to guard.
EDIT: This is, of course, coming from the guy that absolutely despises ride chains and the like for that same "luck of the draw" reasoning. All of my testing has pretty much told me that it's GARmore or bust when it comes to Gold Paladins, simply because you don't have to test your luck on riding stuff like Vort and Beaumains in the other decks.