Become a Friend of GNOME

Archive for April 2015




Yep, another one. I really need to remember to post completed drafts...

I realized that with all the hype for The X and Blademaster+Stride, Perditions has taken a back seat in most of other player's mind. But no, not me. In fact, thanks to Stride, it makes Perditions a whole lot scarier...

In my area, there are a few who plays Kagero but majority are playing The X. It gives you pressure but it's still not as great as it hyped out to be. Heck, my Perditions was able to destroy The X rather easily at the shop tournaments I'm in and some find it a bit surprising. To be honest, I'm one of those who really hates the Dragonic Overlord types but there is one exception.

My secret? Well, here it is!

Grade 0
  • 1 x Red Pulse Dracokid (Starter)
  • 8 x Critical Triggers
  • 4 x Gattling Claw Dragon
  • 4 x Heal Triggers


Grade 1
  • 4 x Perfect Guards
  • 3 x Dragon Monk, Gojo
  • 2 x Demonic Dragon Mage, Kimnara
  • 2 x Calamity Tower Wyvern
  • 3 x Perdition Dancer, Anna


Grade 2
  • 4 x Perdition Dragon, Whirlwind Dragon
  • 2 x Perdition Dragon, Menace Laser Dragon
  • 1 x Perdition Dragon Knight, Ilham
  • 2 x Dragonic Burnout
  • 2 x Perdition Dragon, Dragonic Neoflame


Grade 3
  • 4 x Perdition Dragon, Vortex Dragonewt
  • 4 x Perdition Emperor Dragon, Dragonic Overlord the Great


Grade 4
  • 4 x Divine Dragon Knight, Mahmud
  • 2 x Flame Emperor Dragon King, Root Flare Dragon
I won't say much for my Grade 0s. The thing is...my critical and heal triggers are all different units! So yeah...I have 8 different critical triggers and 4 different heal triggers.

For my Grade 1. I play the old school perfect guards. Again, like my Grade 0, I kinda play different perfect guards. This is one of the reasons why I excel against The X - being able to guard my rearguards. I play Gojo for his early tap-drop-draw effect. I was actually torn on whether to keep him or change him to either Aethonic or Lava Flow but after a couple of plays, I realize Gojo is the better option. Kimnara makes a surprise entry but he's that one card that can clear away key cards rather easily and of course to lower his attacks. Calamity Tower Wyvern helps me to blast away Neoflame from the soul as well as netting me another card. Anna is key in this deck as she allows you to unflip to cards just by soul blasting away a perdition during on call as counterblasts are precious resources in this deck.

Grade 2 goes out of the standard. I play Whirlwind Dragon, a 12k attacker as well as the mate for Dragonewt. Menace Laser Dragon is actually a good card to snipe away boosters. I usually use him to blast away booster, swing overlord at the unit with his booster blown away. That way, my opponent loses a row right away. It's an instant Neoflame, but better to be honest. I tech in an Ilham. I'm actually surprised that despite playing him at just 1, I was actually able to abuse his ability at least twice in a game. Like Menace Laser, I will retire away a booster and use The Great to clear out the survivor. Dragonic Burnout is a must play in the deck. I love blowing away boosters so I usually just use him to burn away more G1s. And yes, rinse and repeat with The Great. Lastly, Dragonic Neoflame, the legion mate for The Great. I just play 2 of him since I find his ability...a little lacklustre. And despite with just 2 in the deck, I was able to actually legion multiple times thanks to Anna and Calamity.

And on to the Grade 3s! I have Dragonewt and The Great in the line up. But I always ended up finishing the game with The Great. Some how, Dragonewt becomes the fodder for Stride. But still, on the event I ride him, he does not fail to actually hitting my opponent to 5 damage quickly. The ace, however, is still Dragonic Overlord the Great. His skill is extremely pressurising and not only that, causes serious pain to your opponent when timed correctly. If you can twin drive twice, why not?

Finally my stride units. I play only 2 Root Flare Dragon. His ability great but sadly, I can only find two of him. But my favourite is still Mahmud. I noticed that whenever I play The Great, my opponent tends to not call any rearguard for attacking. So I just simply punish them with Mahmud.

As you have noticed, my play style for Perditions may be slightly sadistic but I find most affective. There instances where I played the deck and it actually causes my opponent not to have any boosters as most of them are hanging around in the drop zone. So keep blasting those boosters away. It spooks the hell out of them.

Vanguard Kagero Deck Profile: The True Flames of Perdition

Posted by : bloodychaos
Tuesday, April 7, 2015
0 Comments
 Bushiroad! Make this card happen!!

Okay, so G-BT01 have been out for a very long time. Somehow, I saved this as a draft a few days after release and forgot to publish it! Too much WIXOSS >.<

Finally G-BT01 is out in English! While I don't actually play OTT for English, I play it as one of my Mains for the Japanese meta. But I've decided to share it out for the English scene as well. I've posted this on reddit before so for those of you who hang out in the /r/cardfightvanguard subreddit and saw this list before, don't be alarm, it's just me pasting the same list here.

I started out with Japanese OTT quite late in the game when Limit Break (BT06) just started to be released in the English scene. Somehow won 2nd at a Japanese tournament using a General Seifried deck that was filled with MLBs and The Ends. Don't ask me how I won. I recall getting extremely lucky the whole day when most my twin drives are a Juggernaut and a trigger and kept attacking 5 times each turn. Yep, extremely lucky. I wont a whole set of Scarlet Witch CoCo at that time and randomly decided to build an OTT deck. It has stuck with me since then.

With the new support, OTT has become a force to be reckoned with, however, the clan itself is too reliant on the stride cards. This makes the deck running a bit slow in the beginning but once you reach Grade 3, it starts to speed up.

This deck has a simple build, but using the deck well is a different matter, I'll rant about that in a bit. For now, on to the list!



Grade 0:
  • 1 x Battle Sister Eclair (G3 Searcher)
  • 4 x Psychic Bird (Crit)
  • 4 x Battle Sister Ginger (Crit)
  • 2 x Oracle Guardian Nike (Crit)
  • 2 x Battle Sister Tiramisu (Draw) --> Personal preference. I find teching in 2 draws balances out the deck quite a bit too. Max out Nike if you like yellow stars!
  • 4 x Lozenge Magus (Heal) --> I recycle her pretty often, boosting Kuroikazuchi with her.
Grade 1:
  • 4 x Divine Sword, Amenomurakumo
  • 4 x Oracle Guardian Gemini
  • 2 x Shrine Guard, Tsunagai --> Change for Lemonade if you think you need more CBs
  • 3 x Mediator, Amenosagiri (Unflipper Null guards)
  • 1 x Tetra Magus (Normal Null guards, against the X and Laurels since the new nulls only guards VG)
Grade 2:
  • 4 x Diviner, Shinatsuhiko
  • 4 x Diviner, Kuroikazuchi
  • 3 x Silent Toms (I'd put in 4 but I only have 3 in hand. Would replace a Shinatsuhiko for another one)
Grade 3:
  • 2 x Supreme Sky Battle Deity, Susanoo
  • 3 x CEO Amaterasu
  • 3 x Goddess of the Treasured Mirror, Ohirume
Grade 4:
  • 4 x Soaring Auspicious Beast, Qilin
  • 4 x Sword Deity of Divine Sound, Takemikazuchi 

I won't say much about the cards for G0 and G1. I find many OTT players are playing similar builds for this part so let's skip it.

Grade 2 is a bit of a standard. Shinatsuhiko is the 12k attacker when you're at GB1, Kuroikazuchi increases your hand size by allowing you to draw a card when it attacks a vanguard whilst being boosted. Silent Toms is your definite finisher.

Grade 3 is quite important. I just play 2 Susanoo. But despite that low number, I tend to ride him at G3 90% of the time. I generally use Eclair to search out a G3. If I get a Susanoo, great. If I get Ammy, that's fine too. If I get Ohirume, ain't even mad. This is because I tend to switch cards with Amenomurakumo. I generally will call out Amenomurakumo as the VG's booster, reveal a G3, search out Susanoo and drop a G3. If Eclair search out Susanoo, I use Amenomurakumo to search for my last Susanoo and drop that Susanoo. Same goes with Ammy and Ohirume. This is actually thins out the deck, even by one card, to ensure you have a higher chance of hitting a trigger.

Now the key part here is to stay at Susanoo until you've reach 4 or 5 damage and have used all of your counterblasts via Susanoo's skill as well as Takemikazuchi's skill (leave at least one Ammy at the bottom of the deck). By then, your deck would have thin out by quite a bit as you've most likely add non trigger units to hand. Once you have exhausted out your CBs, right Ohirume and legion back all that critcal and heals (that's why you leave Ammy at the bottom of the deck, to legion back the triggers). By then, your deck would compromise of mostly triggers. Keep riding Ohirume and legioning back the triggers. There are many plays I did by having 12 triggers in deck, with just 3 to 4 normal units left.

For my stride units, there's only two choices in OTT, Qilin and Takemikazuchi. Qilin is one of my favs as his on hit pressure is quite overwhelming as you can net quick plus. Takemikazuchi is an okay card which allows you to gain hand and field setup quickly.

Vanguard OTT Deck Profile: Kami-gami no mai (Gods' dance)

Posted by : bloodychaos 0 Comments

- Copyright © 2013 Stand and Draw: Card game rants and experiences - Shiroi - Powered by Blogger - Designed by Johanes Djogan -