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    Vanguard Deckbuilding FAQ - if this sucks please just lock it

    Shard
    Shard
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    Vanguard Deckbuilding FAQ - if this sucks please just lock it Empty Vanguard Deckbuilding FAQ - if this sucks please just lock it

    Post by Shard Fri Apr 06, 2012 12:32 am

    -Vanguard Deck Building FAQ-

    So, before we get a flood of members here and we might get some who might not know how to play well, I decided to write a deckbuilding FAQ before anything stupid happened. Just to note, I don't profess to be an amazing player but this should hopefully get newer players up to the level of skill where they can build their own decks without reading guides and whatever.

    --Basic Rules of Deck Building--
    1. Your deck must have EXACTLY 50 Cards.
    2.You must have EXACTLY 16 Trigger Units in your Deck, however you can distribute them any way you wish. You can have only up to 4 heal triggers in a deck.
    3. Your deck cannot contain more than 4 of the same card.
    4. As of 5th September, 2011 "Barcgal" Cannot be used as a starting vanguard. If using English Game cards, Barcgal can be used. If you are intending on using Barcgal as your starter, only include cards from set 2 and 6 once it is released, up to the point where this ruling is implimented into the english game. Barcgal can still be used as a Regular Unit in the deck, however it cannot be chosen as a starting vanguard.

    Now that is over and done with.

    1.Pick a theme and stick to it.

    By "Theme" I mean a specific Clan(i.e: bermuda, kagero, shadow paladin, dimensional police etc) or a deck like Majesty Lord Blaster which is RP+SP. Cards from other clans are fine as long as they aid the deck goal, but you shouldn't put say... Velvet Voice, Raindear in every deck, infact it won't work unless it's a bermuda deck. Basicially, pick a clan or theme and stick to it. Types are not themes, power is not a theme.

    2. The 8k Vanilla G1.

    If your clan has access to it, it is a extremely valid asset to your deck, and especially if your deck is Kagero, Shadow Paladin or similar. If your Vanguard can get to 13k on it's own, the 8k Boost will get you to the 21k Number, which can be absurdly hard to block with a 10k vg or even an 11k vg. Also, if for some explict reason your deck has access to a 8k G1 with a effect, definately consider it too.

    3. The 10k Vanilla G2.

    Also these are valid choices for your deck if you have room for them. a 8K boost un-assisted brings them to 18k, which became a good number due to the new 13k vanguards. With a trigger bonus, they become 23k, which is nigh impossible to block without using a Flash Guard or 3 Cards. In some clans, it's better off without them due to there being better Grade 2s, but if you've got space, test them.

    4. Flash Guard/Null Guard/Flash Shield/Perfect Shield/Wall/Whathaveyou

    These are especially important. These all read: Auto: (Chose 1 «­­­______» from your Hand and discard it) When this Unit is called as a Guardian, you may pay the cost. If so, during that Battle, your «_______» doesn't get hit.

    Replace ______ with the clan you are playing. I'd suggest atleast 3 of these, maybe even 4. These conserve your hand if you use them right, and can turn any card in your hand into a guard if need be.

    5. Flame of Hipster Trends, +1

    AKA: "Units that let you discard on hit or when you rest them and then draw a card" Are actually good cards and you might want to test them out, a few clans have them and the ones that work on boost are usually really good, as they can cycle out dead cards for potentially better ones. Do note the ratio at which you play them is different for each deck, so please test.

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