Sunday 27 July 2014

Nova Grappler (Ethics Buster Extreme) Deck Profile


Introducing you to a Nova Grappler deck profile, build that focus on Ethics Buster Extreme. Ethics Buster Extreme is a card that allows you to stand one or two of your rest unit, well, depends if you don't get a double trigger, then the limit break works. Kamui used this card on season 3 of CFV. Without any further ado, lets begin.
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Decklist

Grade 0: 17x
1x Beast Deity, Riot Horn (Starting Vanguard)
4x Beast Deity, Death Stinger (Critical)
4x Beast Deity, Bright Cobra (Stand)
4x Beast Deity, Banpauros (Draw)
4x Beast Deity, Rescue Bunny (Heal)


Grade 1: 14x
4x Beast Deity, Desert Gator
4x Beast Deity, Solar Falcon (PG)
4x Beast Deity, Max Beat
2x Beast Deity, Blank Marsh


Grade 2: 11x
4x Beast Deity, Hatred Chaos
4x Beast Deity, Golden Anglet
3x Beast Deity, Brainie Babio


Grade 3: 8x
4x Beast Deity, Ethics Buster (Breakride)
4x Strongest Beast Deity, Ethics Buster Extreme (CrossBreakRide)
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As you can see, Beast Deities are the most good offensive clans. I almost even use Beast Deities everyday. For this deck, you may wondering why am I running a rainbow triggers, the reason is because the G2 units needs an especial beast deity counterblast. I actually don't like especial, but oh well, it already happens.


For the Starting Vanguard on this deck is, I choose Beast Deity, Riot Horn because it is a good starter for this deck. It can even stand when a frontrow unit stands when Riot is in backrow. So I guess, I'll just stick with Riot Horn. You could also use White Tiger or Night Jackal, they works too. But, I still prefer Riot Horn since Riot Horn is the best Beast Deity starting vanguard of this deck.


For Grade 1 units line up, I run 4-4-4-2 grade ratio and also Grade 1 line up for this deck. I tested using the other units, it doesn't seem works very well. Furthermore, this deck uses an especial counterblast, so I think I'll just run pure Beast Deity units, just in case we don't have a Beast Deity unit into the damage zone for the G2's. The first G1 units is Beast Deity, Desert Gator. I run Desert Gator because Desert Gator is an important 10k attacker units. Second G1 unit for this deck is PG, well, you do know what does PG does. Third G1 unit would be Max Beat. I run Max Beat because Max Beat is a good standing units. When Max Beat stands during the battle phase, you can use Max Beat's skill to stand another rest Nova Grappler unit. I must say that this card is extremely works with Ethics Buster Extreme.


For Grade 2 units line up, I run 4-4-3 grade ratio and also as a Grade 2 line up of this deck. The first G2 unit will be Beast Deity, Golden Anglet. Golden Anglet gains 3k power when Golden Anglet stands during the battle phase. This card also works well with Ethics Buster Extreme Limit Break, it's like a 12k attacker units too. Second G2 units will be Beast Deity, Hatred Chaos. Hatred Chaos is a 12k attacker, which is mainly used for building a Beast Deity deck. Lastly, I run 3 Beast Deity, Brainie Babio because Babio can stand 1 Nova Grappler rear when Babio attacks hits a Vanguard. Well, I mainly attack the G2 Vanguard with Babio, so I think you should use it for attacking your opponents G2 Vanguard, since Babio attacks works well when opponent is in G2.



Finally for the G3 units line up, I run 4 Beast Deity, Ethics Buster because Ethics Buster is a very good breakride card in Nova. Ethics Buster is a breakride that can stand 2 of your frontrow Nova units. Well, you have to attack with rear first, so that Ethics will put pressure to your opponent by standing 2 frontrows. Final G3 units of this deck is Strongest Beast Deity, Ethics Buster Extreme. Ethics Buster Extreme is a crossride unit of Ethics Buster. With the combination of Ethics Buster Breakride skill + Ethics Buster Extreme attack combo's, you will be able to do 5-6 attacks, the more the attacks, the more your opponent shield is gone.

Saturday 26 July 2014

Shadow Paladin (Raging Form Dragon) Deck Profile

Hello guys, today, I will introduce you Raging Form Dragon deck profile. Raging Form is a good card that can stand up twice if you got another copy of Raging Form into your hand, which we often call, Persona Blast. This card was used by Ren in season 3 of CFV. Well then, without any further ado, lets begin.

Decklist: 50

Grade 0: 17x
1x Frontline Revenger Claudas (Starting Vanguard)
4x Grim Revenger
4x Revenger, Air Raid Dragoon
4x Freezing Revenger
4x Healing Revenger

Grade 1: 14x
4x Barrier Troop Revenger, Dorint
4x Transient Revenger, Masquerade
4x Dark Revenger, Mac Lir
2x Revenger, Dark Bond Trumpeter

Grade 2: 11x
4x Blaster Dark Revenger
4x Nullity Revenger, Masquerade
3x Dark Cloathed Revenger, Tartu

Grade 3: 8x
4x Revenger, Raging Form Dragon (Main Card)
4x Illusionary Revenger, Mordred Phantom (Breakride)
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Now, it really feels good when using Revengers, since Revengers are strong. Raging Form is a card that puts pressure to your opponent, which means it can attack twice, but if you can superior ride, though. There are actually 2 best starter in this deck, which is Claudas and Creeping Dark Goat. Creeping allows you to search up for a G3, however, I run 8 G3 line up in this deck, so its better to use Claudas as your starting vanguard when you have 8 G3's. I only run Creeping Dark Goat when my G3's are below 8.

For the Starting Vanguard, I choose Frontline Revenger, Claudas, because it calls Blaster Dark to the rear from deck. I use Claudas whenever I need Blaster Dark. I tested using Claudas, it works fine and perfect.

For the Grade 1 line up, I run 4 Dorint because Dorint is the only unflipper in G1 units, however you must have Blaster Dark for the skill work. You must call Dorint first, and then call Blaster Dark for unflipping. In this combo, you can activate either Blaster Dark or Dorint skill first. I run 4 Transient Revenger, Masquerade because Masquerade is a 10 attacker. 10 attacker units is very useful when you want to attack the G2's, and so does Masquerade. I run 4 Dark Revenger, Mac Lir, which is a staple Revenger PG. You should already know about PG's so I'm not going to explain it many times. Lastly for my G1 line up is Dark Bond Trumpeter. Dark Bond is very useful when using Raging Form's Limit Break, I usually target Freezing Revenger, which is a Draw Trigger of this deck as a cost of Dark Bonds superior call. However, it only need 1 cb for the skill works, its not that hard anyway.

For the Grade 2 line up, I run 4 Blaster Dark Revenger. Blaster Dark Revenger allows you to retire a frontrow of your opponent's units. Blaster Dark Revenger is also useful for retiring an important RG's. But unfortunately Blaster Dark Revenger needs 2 Counterblasts as a cost, which is too heavy. But if Dorint is in there, then there shouldn't be any problem, since they can create an unflipper combo. I run 4 Nullity Revenger, Masquerade because it is a 12k attacker. 12k attacker units is also important because they can attack up to 11k G3 Vanguard. Now for the last unit of my Grade 2 line up, I run 3 Dark Cloathed Revenger, Tartu. Tartu is a good card that can superior call a G1 or less Revenger unit to rear. Well, usually I call a G1 Revenger unit instead of G0. I usually call Dorint as a field set up with Tartu, so that the only left is calling Blaster Dark Revenger. Unfortunately, Tartu also needs a heavy counterblast, which is also 2 for the skill works.

Finally for my Grade 3 line up on this deck, I run 4 Illusionary Revenger, Mordred Phantom. Mordred is a breakride that allows you to superior call 1 Revenger unit, which is a G2 or less Revenger unit by paying 1 counterblast when your ride over Mordred Phantom. Since the breakride skill only cost 1 counterblast, I must say that Mordred Phantom is a very good breakride unit. Lastly, I run 4 Revenger, Raging Form Dragon in this deck since this deck focus on building Raging Form Dragon. Raging Form Dragon is a good pressuring card to your opponent by attacking twice, which is you must have another copy of Raging Form Dragon when you want to do that. I must say that Raging Form Dragon is a very good card. This makes me want to use Shadow Paladin Revengers as my main clan and my main archtype. Talk about Raging Form, you need to sacrifice 3 of your Revenger units in order to success the Limit Break skill. The only part I hate about Raging Form is sacrificing 3 Revenger units. But still, I don't care about it since the Raging Form is a balanced card.

Friday 25 July 2014

Aqua Force (Tetra-drive Dragon) Deck Profile

Introducing the deck profile of Tetra-Drive Dragon, this card was used by Leon in season 3 of CFV. As you can see Tetra-Drive Dragon works well with Transcore Dragon combo, allowing your opponent discards 2 cards in one turn. Without any further ado, lets begin.

Decklist: 50

Grade 0: (17)
1x Officer Cadet, Erikk (Starting Vanguard)
4x Supersonic Sailor (Critical)
2x Mothership Intelligence (Critical)
4x Battle Siren, Marika (Draw)
2x Sea Otter of Pyroxene Communication (Draw)
4x Medical Officer of Rainbow Elixir (Heal)

Grade 1: (14)
4x Emerald Shield, Pascal (PG)
4x Assault Wheel
4x Shortstop Brave Shooter
2x Flash Signal Light Penguin Soldier

Grade 2: (11)
3x Storm Rider, Basil
3x Tidal Assault
3x Twin Strike Brave Shooter
2x Optics Musket Titan

Grade 3: (8)
4x Blue Flight Dragon, Transcore Dragon
4x Blue Wave Dragon, Tetra-drive Dragon
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For this deck, no Stand Triggers are required, since I've added the units that can stand, you can add stands if you want to. Without stand triggers, I decided to use 6 Crits and 6 Draws 4 Heals as my trigger line-up in this deck. This deck focusing on Tetra-drive Dragon, Tetra-drive's Limit Break is not that hard, it only needs  4 attacks to activate the Limit Break. To do that, I've added recommended units to do this.

For my starting vanguard, I run Officer Cadet, Erikk. I honestly think that Erikk is a very good starter then any Aqua Force diffrent starters. As you can see, Erikk's skill allows you to searches up G3 from the top 4 of your deck. Erikk is very useful whenever you need an Aqua Force G3.


For the G1 line up, of course, we can't forget PG's, which can negate a high powered units attack. Assault Wheel  is for changing two units from a diffrent position. Assault Wheel is a very useful combo for Tetra's LB. Shortstop Brave Shooter is a 10k attacker when attacking, but needs 2 or less rest position rearguards for the skill to work. So that I guess you must attack with Shortstop first for the skill to work. Penguin Soldier is just for a little draw power. Although, it only requires 2 Soulblast.


For the G2 line up, Storm Rider, Basil is for exchanging position in the same column of his, which means backrow column. Basil must attack the Vanguard for the skill to works, however, Basil adds 2k power when attacking Vanguard, which means 10k. 10k won't be enough, so I guess you will just have to attack the 9-10k G2 vanguard for the skill to work. Tidal Assault allows you to stand again after you attacked either a G1, G2 or a G3 Vanguard, however, he lose 5k power instead. Even though Tidal Assaults attack aren't hitting, the attack is still count since Tetra needs 4 attacks anyway. Twin Strike Brave Shooter is a 12k attacker unit, the skill is same as Shortstop, however it can attack a G3 Vanguard instead of G2. Optics Musket Titans is a 11k attacker unit when your vanguard has a Limit Break 4 ability, it is very useful, especially for attacking a G3 vanguard. The G3's have a Limit Break 4 ability, so that you don't have to worry about Optics Musket Titans skill.


Finally for the G3 line up, Blue Flight Dragon, Transcore Dragon is a Breakride that allows your opponent discard 1 card when attacking, when the opponent doesn't want to discard 1 card, Your G3 units gain 1 crit and also opponent can't call a guard unit to guardian circle. To be honest Transcore's Breakride skill is very good, that can pressure your opponent. Blue Wave Dragon, Tetra-drive Dragon is a main card of this deck. Tetra's Limit Break is really good, however you need 4 attacks for the skill to success. With the combination of Transcore, Tetra becomes a real pressuring card to your opponent.


How to make 4 attacks for Tetra skill works perfectly:

Left Rear: Basil                   VG Circle: Tetra-drive        Right Rear: Optics Musker Titan
Backrow: Tidal Assault        Backrow: Any units            Backrow: Wheel Assault


First thing you have to do is, attack the vanguard with Basil first, after attack, switch the Tidal Assault from backrow to frontrow. Second, you may attack with Tetra-drive, at the same time, Tetra limit break activates. Third, attack opponents either rear or vg units with boosted units and attack your opponents vanguard with Tidal. Finally, Tetra stands back and attacks.

You see, this is just an optional combo. There are many ways to do the fourth attack combo of Tetra-drive. Unfortunately, you have to figure the combo on yourself.

Gold Paladin (Liberators) Deck Profile

I will introduce you to a Gold Paladin Deck Profile that focus on Liberators, Liberators are the archtypes that Aichi uses in CFV season 3. Let's begin.


Grade 0: (17)
1x Wingal Liberator
4x Strike Liberator
4x Liberator of Hope, Epona
4x Armament Liberator, Gwydion
4x Elixir Liberator


Grade 1: (14)
4x Little Liberator, Marron (10k attacker)
4x Halo Liberator, Mark (Perfect Guard)
3x Future Liberator, Llew
3x May Rain Liberator, Bruno


Grade 2: (11)
4x Blaster Blade Liberator
4x Liberator of Loyalty, Phallon
3x Side Flute Liberator, Escrad


Grade 3: (8)
4x Solitary Liberator, Gancelot (Breakride)
2x Steel Speer Liberator, Bleoberis (Breakride)
2x Wolf Fang Liberator, Garmore
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Now that Liberators are getting a very good supports, I just want to build this deck for fun, and for beginners that don't play Liberators. All right, for the Starting Vanguard, I run Wingal Liberator for it, because it can superior call Blaster Blade Liberator unit from soul, you could also change the starting vanguard, however I still prefer Wingal because this is a basic deck. The good starting vanguard on this deck is Wingal, Cheer-Up and Alm. Cheer-Up allows your vg gains 3k power whenever a Gold Paladin unit is called from the top of your deck. However, Alm can search Blaster Blade Liberator during the late game, which is you must have a G3 to do the Alm skill. I sometimes don't ride Blaster Blade very often, because you know, bad hand. So that, I will stick with Wingal as my starting vanguard in this deck.


For the G1 line up, I decided to run Marron because Marron can have 3k power when attacking, only when Marron is in rear. 10k attacker is very useful, since it can attack G2's with 9k-10k power. 4 PG is for perfect guarding your opponents higher units. Not only VG has a high power, but does rear. Llew is for extra boosting unit, I usually call this on the backrow Vanguard Circle, allows your opponent to guard with bigger shield, so that I decided to run 3 Llew, just in case 2 is not enough, it can be extra boost for rear as well. Lastly, Bruno skill adds 3k whenever Gold Paladin units is being put on rear from the top of your deck. Bruno is a useful units that can boost your GP units when it has enough power, allows your opponent guard with a bigger shield.


For the G2, Blaster Blade Liberator is for retiring front row units, either G1, G2 or G3. Blaster Blade is also useful for retiring your opponent important RG's. Phallon is a 12k attacker, Phallon can attack a G3 Vanguard because he adds 3k power whenever he is attacking either Vanguard or rear guard. Phallon is useful when you want to attack your opponent G3 vanguard. Lastly, Escrad is for calling Gold Paladin units from the top of your deck. However, it needs an especial counterblast, so that you don't have to worry about it since this deck runs all Liberator units.


For the G3's, Gancelot is a breakride that adds 5k power up to 3 rear guards. It is good for pressuring your opponent when the rear have a high power, forcing your opponent guarding with a bigger shield and also weakening their defense. Bleoberis is a breakride that can call 1 GP unit from the top of the deck by paying 1 counterblast, searches up 2 cards from the top, unfortunately it can only superior call one unit. Lastly, Garmore is the best unit for superior calling from the top. Garmore is very useful against a retiring clan such as Kagero and Narukami. If your RG's have no cards, you can simply activate Garmore's Limit Break, which is calling. You can use Garmore skill again and again until the RG is full.





Rules and How to play


Building a Deck
  • A deck must consist of exactly 50 cards. (This number includes your starting vanguard)
  • A deck may not contain more than 4 of any individual card. The card with alternate images but with the same name will account as the same individual card.
  • A deck must contain exactly 16 Trigger Units.
  • A deck may only contain 4 cards with the Heal trigger.
  • A deck may only contain 4 cards with the Sentinel Skill.
  • A "Flash Deck" can only have 25 cards total and it can be played in a "Flash Fight" with "Flash Fight Rules".
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Game Layout

Your Deck should be placed on one side of the game area. When you Draw a card, you take the top card from your deck into your hand. If you have no cards left in your deck at any point in the game, you lose immediately.

The Drop Zone (discard pile) should be a separate pile of cards. When you Retire a card, you move it to the Drop Zone. When you Heal Damage, you move cards from the Damage Zone to the Drop Zone.

The Damage Zone is a small stack of discarded cards that must be kept separate from the Drop Zone. Cards in the Damage Zone represent damage to your Vanguard. If there are ever six or more cards in your Damage Zone, you lose the game.

The main play area consists of two rows of three spaces. The row nearer the opponent is the Front Row and the other row is the Back Row. The Vanguard Circle is the middle space of the Front Row. It may hold multiple cards in a stack. The top card in the Vanguard Circle is your Vanguard. Any cards stacked below it are your Soul. Your Vanguard is not part of your Soul. If there is only one card in the Vanguard Circle, that card is your Vanguard and there are no cards in your Soul.

The other five spaces in the main area are Rear-Guard Circles. These can usually only hold a single card each.

The Trigger Zone is a temporary area where cards are placed while their effects are being resolved. Its location is unimportant. If you are making a Drive Check, you move cards from your Deck to the Trigger Zone and from there to your hand. If you are making a Damage Check, you move cards from your Deck to the Trigger Zone and from there to the Damage Zone.

The Guardian Circle is a temporary area where cards are placed during combat. It is normally located in front of the Front Row. Cards are played here during combat and then retired to the Drop Zone.
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Starting a Game

1. Each player chooses a Grade 0 unit from their deck and places it face-down on the Vanguard Circle. That card will be their starting Vanguard.

2. Decide randomly who goes first. The player who goes first cannot attack on their first turn.

3. Both players shuffle their deck and draw 5 cards.

4. Mulligan: If a player doesn't like their hand, they can shuffle any number of cards from their hand back into their deck and then draw new cards until they have 5 cards in their hand again. The new hand must be kept.

5. Both players, at the same time, turn their Vanguards face-up.
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Victory Conditions

To win a Cardfight! Vanguard match you must inflict 6 damage to your opponent's Vanguard. Damage to their Vanguard is represented by cards in their Damage Zone.

If a player ever has 6 or more cards in their Damage Zone, they lose.

If a player has no cards in deck at any point of the game, they lose
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Phases

 Stand Phase

All of your Rested  Units return to the  position (unless they are prevented from doing so by a card ability).


Draw Phase

Draw 1 card from your Deck and add it to your hand. If you cannot do this because there are no cards in your deck to draw, you lose.

Ride Phase

You may place a unit from your hand on top of your existing Vanguard. The covered Vanguard card becomes part of your Soul. The new unit must be of the same grade, or one grade higher, than your current Vanguard. You can only do this once per turn. You do not have to Ride if you don't want to. Riding does not heal any damage to your Vanguard.

(Some cards allow you to Superior Ride. Superior Ride is usually found in two forms: a unit with a skill that allows you to ride another unit from your Deck, Hand or Drop Zone, like the effects of Blazing Core Dragon, Dragon Knight, Aleph, or a unit that allows you to ride itself onto a Vanguard if it is of a certain grade and if a certain condition is fulfiled, like Demonic Dragon Berserker, Yaksha and Spirit Exceed. A Superior Ride can Ride any unit, unless specified over the current Vanguard regardless of either units Grade, unless specified. Also, Superior Rides are not limited to once per turn, and doing a regular Ride does not affect your ability to perform a Superior Ride. If a Superior Ride is performed at the beginning of the Ride Phase a regular Ride may still be performed, unless otherwise stated.)

Main Phase (Call)

Place a Unit with a Grade that is either the same as the Vanguard's or lower in a Rear-Guard circle. You may Call as many times as you want in a turn. Unless stated on the card, there is no cost to Call a unit. You may Call a unit into a Rear-Guard Circle that is already occupied, but if you do, you must Retire the unit already there (ie, move it to the Drop Zone).

(Some cards allow you to Superior Call. This is a Unit skill which selects another Unit from either the deck or drop zone and allows you to Call it, for example Hi-Dog Breeder Akane (Deck) and Captain Nightmist (Drop Zone). When you Superior Call, you can Call a unit even if its Grade is higher than that of your Vanguard.)

Demote/Promote

You can move your Rear Guard units back or forward between the Front Row and the Back Row. Units cannot move from side to side and cannot move into or out of the Vanguard Circle. Thus if a Unit is on the Circle behind the Vanguard, it cannot move at all. Two Rear Guards in the same column may switch places.
Use card abilities

Card abilities which are described as being used in the main phase can be used at this point.
End the Main Phase

When you have taken all the actions you want to in the Main Phase, the Battle Phase starts and the main phase is over.
Battle Phase

In the Battle Phase you can make as many attacks as you wish provided you have units that can attack. Once you have started the Battle Phase you cannot go back to the Main Phase or take Main Phase actions (so you cannot attack with a unit and then Demote it)
 Attack:

To initiate an attack select a Standing unit in the Front Row and Rest them . Then declare an Opponent's Front Row card to be the Target of the Attack (unless otherwise stated on the attacking unit's card).
Boost:

If you have a card Standing in the Back Row directly behind the attacker you chose, and they have the "Boost" icon, you can also Rest them to add their Power to the Attacker's Power for the attack.
 Guardian Call:

The opponent can Call Guardians from their hand to protect the Unit under attack. The opponent may play any number of cards from their hand to add their Shield power to the power of the unit under attack. The Shield power is found in the yellow square on the left side of the card. Some units have no Shield Power and cannot be called as Guardians. The Guardians must also have a grade equal to or lower than that of your Vanguard. Called Guardians should be placed in the Guardian Circle to keep track of the during the fight. There is no cost to Call Guardians, but all called Guardians will be retired to the Drop Zone at the end of the battle.

The opponent may also use the 'Intercept' ability (specific to Grade 2). If you have a unit in a Rear-Guard Circle in the Front Row that has the Intercept ability, you may move them from there to the Guardian circle and their Shield will be added to your unit's power as well. Just like other Guardians, they will be retired to the Drop Zone after the battle. Units with Intercept can intercept even if they are Resting. You cannot Intercept with your Vanguard and thus having an Intercept icon gives no benefit to a Vanguard.
Drive Check:

If you attacked with your Vanguard, you perform a Drive Check.

Reveal the top card of your Deck and place it temporarily in your Trigger Zone. If the card is a Trigger Unit and is of a Clan that is also in your Vanguard or Rear-Guard, then its Trigger effect activates. Regardless of whether the card is a Trigger Unit or not, add the card to your Hand after resolving it.

All Trigger Units share a common effect: they give +5000 power to any Unit on the field that the Player selects for the rest of the turn. You may add the power to the attacking Vanguard to attempt to land a hit during the current attack, or to boost other Units.

There are four possible effects a Trigger Unit can have:

Critical - You add one to the Critical of any unit on the board, until the end of your turn. You may choose to give the Critical and +5000 to different Units.

Draw - You draw a card into your hand.

Stand - You Stand a Resting Rear-Guard and then use it to attack or boost again.

Heal - You move one card of your choice from your Damage Zone to your Drop Zone if the number of cards in your damage zone is greater than or equal to your opponent's.

If your Vanguard has the Twin Drive icon, two Drive Checks are performed. If a trigger is activated by the first check, the effects of the trigger must be completely resolved before a second trigger is drawn. For example, when a draw trigger is activated, the player draws a card and allocates the damage boost to his units before drawing the second trigger. The Twin Drive icon has no benefit to any unit that isn't played as a Vanguard.

Battle Outcome:

To determine the winner of the Battle compare the total Power of the two cards.

If the Attacking unit's Power is less than that of the Target, the attack fails. The Attacking Unit does not suffer any damage or other penalty.

If the Attacking unit's Power is equal to or higher than that of its target, the attack is a success. If the target was a Rear-Guard, it Retires and is sent to the Drop Zone. The attack is then over. The Critical value of the Attacking unit does not matter if the Target was a Rear-Guard. If the attack was a success and the target was a Vanguard, the opponent must make a number of Damage Checks equal to the Critical value of the attacker. To make a Damage Check, the opponent moves a card from their Deck to the Trigger Zone. If the card is a Trigger Unit and is of a Clan that is also in your Vanguard or Rear-Guard, then its Trigger effect activates. Triggers have the same effect as they do for a Drive Check. The Trigger Unit does not have to be the same Clan as the Target.

After the Trigger effect is resolved (if there was one), the card is moved into the Damage Zone. This process is repeated as many times as the attacker has Critical value. Each Trigger must be completely resolved before the next Damage Check begins.

If a Damage Check reveals a Trigger Unit that gives a +5000 Bonus to a unit, you can use it on the Target if you want to but it will not change the fact that they have lost the current battle. However, it can protect them against future attacks in the same turn.

If a Damage Check reveals a Heal trigger you may move a card from the Damage Zone to the Drop Zone before placing the Trigger Unit in the Damage Zone if the number of cards in your Damage Zone is greater than or equal to your opponents. This means that if you have 5 cards in your Damage Zone and you make a Damage Check and get a Heal Trigger, you may heal damage before placing the card in your Damage Zone and thus avoid it being the sixth card to be placed there.
End of Attack Phase:

Guardians that were called, or that intercepted, are retired (moved to the Drop Zone). If there are Units on the Front Row that can still attack, you can attack again with them. Declare their targets and repeat the process.
 End Phase

Declare the end of your Turn before switching to the Opponent's turn.

What is Cardfight Vanguard?

Cardfight!! Vanguard is Japan's latest TCG (Trading Card Game), which it brings both manga authors together to develop this unique and interesting card game. The game uses many similar elements from other card game anime such as Yu-Gi-Oh! (Draw 5 cards at beginning, draw 1 every turn, player that goes first can't attack). TCG games like these have been very successful in Japan and in many countries and the creators are hoping to go worldwide with this one.
Many people say it needs a lot of lucks, but to me the luck part is only the triggers. Triggers are symbol that appears at the right side top of the card. Everything depends on the build, if the build is awful you will lose, if the build is good you win. Reading the card effects are the key to making a successful deck. 

This blog will show you all the clans, I have created and I will test them before I will put the deck list up just to make sure is it suitable enough.