The Breakdown (The Revisiting) – Cardfight Vanguard – Destructive Roar Meta

This article is rated Experience Levels 3-6.  This article series is intended to cover a wide range of topics about particular sets, and will help players of all kinds when it comes to knowing their set or the set of an opponent.

One of the things I wanted to do differently than the previous Breakdowns was updating previous builds.  Since Vanguard’s Standard Format is a very static progression, it’s among the easiest formats to do this for.   With this very small introduction out of the way, here are my updated builds for the Destructive Roar Meta.  Use Ctrl+F to find the clan of your choice, or just continue onward until you find the one you want.

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Royal Paladin

Grade 0 (17):
1x Glyme (SV)
4x Bringer of Good Luck, Epona (Critical)
4x Flash Shield, Iseault (Draw) [Sentinel]
4x Flogal (Critical)
4x Yggdrasil Maiden, Elaine (Heal)

Grade 1 (12):
2x Knight Squire, Allen {TD version}
2x Lion Mane Stallion
4x Little Sage, Marron
4x Pongal

Grade 2 (11):
4x Blaster Blade
4x High Dog Breeder, Akane
3x Sage of the Arts, Jauron {TD Version}

Grade 3 (10):
2x Holy Disaster Dragon
4x King of Knights, Alfred [Force Gift]
4x Soul Saver Dragon [Force Gift]

Changes:
-1 Knight Squire, Allen {TD Version}
-1 Lion Mane Stallion
-3 Conjurer of Mythril

+3 Sage of the Arts, Jauron {TD version}
+2 Holy Disaster Dragon

The lack of Counterblast is still prevalent, but they now have solid matchups against two clans.  Unfortunately, this is nowhere near the potential they need to be at to be one of the top clans.  What this means is that their early game is much more important, as almost every clan can outlast them if the game goes long.  Early game striking power and preventing opponents from finishing their setups is very important.  Just hope you don’t see an opponent hit a Heal Trigger for their Damage Check.

The main change to this deck is that it is more streamlined to allow you the ability to have two uses of Soul Saver Dragon’s high-power ability in quick succession.  Of course, if Holy Disaster Dragon isn’t out yet (you can find it in a Promotional Pack that you get if you play Shop Tournaments between August and October of 2018), or you would prefer to keep your hand size for defense, you can replace them with Gigantech Crusher.  The reason this ratio has been chosen is to give you the best possible chance to prevent misrides, which is very important to prevent when you’re at this much of a disadvantage in general.

Kagero

Grade 0 (17):
1x Lizard Runner, Undeux (SV)
2x Demonic Dragon Mage, Rakshasa (Critical)
4x Dragon Monk, Genjo (Heal)
2x Embodiment of Spear, Tahr (Critical)
4x Red Gem Carbuncle (Draw)
4x Wyvern Guard, Barri (Draw) [Sentinel]

Grade 1 (14):
3x Dragonic Gaias
4x Embodiment of Armor, Bahr
4x Flame of Hope, Aermo
3x Lizard Soldier, Raopia

Grade 2 (11):
4x Berserk Dragon
4x Dragon Knight, Nehalem
3x Spillover Dragon

Grade 3 (8):
4x Dragonic Overlord [Force Gift]
4x Dragonic Waterfall [Force Gift]

Changes:
-1 Dragon Armored Knight {TD Version}

+1 Dragon Knight, Nehalem

This clan is still the guardian of the format.  If anything gets too out of hand, they have the ability to stop it from enjoying success.  With new clans into the fray, all of them combo decks that rely on specific cards for their main strategy, they can step in and interrupt it with a well placed retire.  It’s not all good news, though.  Tachikaze has Units that don’t mind being retired, and if you don’t they get to make them even more powerful, and OTT still has their annoying Promise Daughter that resists retiring entirely.  Also, decks can run more Grade 3s to get around the fact that as long as they’re in the Front Row, only Berserk Dragon and Dragonic Waterfall can retire them.

Dragon Knight, Nehalem is more important now due to how strong the back row can be.  Take out each problematic Rearguard to force them to fight more fair.

Nova Grapplers

Grade 0 (17):
1x Battleraizer (SV)
1x Cannonball (Front)
4x Red Lightning (Critical)
4x Shining Lady (Critical)
1x Three Minutes (Draw)
2x Turboraizer (Front)
4x Twin Blader (Draw) [Sentinel]

Grade 1 (12):
3x Death Army Guy
3x Queen of Heart
4x Raizer Custom
2x Transraizer

Grade 2 (11):
2x Boomerang Thrower
2x Burstraizer
3x King of Sword
4x Hi-Powered Raizer Custom

Grade 3 (10):
3x Battledore Fighter [Accel Gift]
3x Maximum Raizer
4x Perfect Raizer [Accel Gift]

Changes:
-1 Battleraizer
-1 Cannonball (Front)
-2 Turboraizer (Front)
-4 Wall Boy (Heal)
-1 Death Army Guy
-1 Transraizer
-1 Boomerang Thrower
-2 Burstraizer
-3 Asura Kaiser [Accel Gift]

+3 Red Lightning (Critical)
+3 Shining Lady (Critical)
+1 Three Minutes (Draw)
+3 Queen of Heart
+3 King of Sword
+2 Battledore Fighter [Accel Gift]
+1 Maximum Raizer

To them, RP is not their biggest threat anymore.  Instead, it’s their sixth turn of the game, as their winning percentage dips drastically regardless of what build it is.  Due to this, they’ve decided it’s time to crank up the aggro to overdrive.  Gone are the Heal Triggers to survive an early 2 or 3 Critical Vanguard swing, and they and Front Trigger’s protective power are replaced with Critical Triggers and Draw to help finish the game faster.

This deck changed a lot, and for what it’s worth, the Promotional Pack helped it out immensely.  Adding the ability to restand when the opponent uses a Perfect Guard helps their Protect Clan matchups, and especially if Megacolony locks down their back row.  Added power is helpful as well because the clan doesn’t have general power gain otherwise.  These two additions make the clan able to Stand up to decks that it seems to be outclassed by.  If they’re not out yet, you’ll want to at least change the Triggers, but keep the core the same until you get those Units.  Also, if you want to replace the Battledore Fighter with Miss Splendor, that’s entirely fine.  I would rather have the added chance for the Accel Circle than multiple strong attackers.  (Also, please note both King of Sword and Queen of Heart should have errata to fix their effect text.)

Oracle Think Tank

Grade 0 (17):
1x Lozenge Magus (SV)
4x Oracle Guardian, Nike (Critical)
4x Psychic Bird (Critical)
4x Sphere Magus (Heal)
4x Weather Forecaster, Miss Mist (Draw) [Sentinel]

Grade 1 (13):
4x Circle Magus
3x Farfalle Magus
2x Goddess of Forebearance, Ohmiyanome
2x Luck Bird
2x Oracle Guardian, Gemini

Grade 2 (10):
4x Promise Daughter
4x Silent Tom
2x Yellow Witch, MeMe

Grade 3 (10):
3x CEO Amaterasu [Protect Gift]
4x Imperial Daughter [Protect Gift]
3x Victorious Deer [Protect Gift]

Changes:
-2 Goddess of Tide of Times, Mizunohame

+2 Goddess of Forebearance, Ohmiyanome

Even the great wall can’t last forever.  With new and powerful forces on the horizon, it’s now more important than ever to finish their commander before the fighting goes on too long.  With that in mind, they’ve gotten a new Burst Draw that is in essence a minus but can provide them one last chance to draw into the Units that they need to win the game.

Not much has changed for the former #1.  OTT is still a strong defensive deck and ultimately you don’t need to change too much.  The main change is playstyle; you’ll need to push for the win now instead of sometimes outlasting the opponent and closing in for the kill when they’re out of resources.

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Thank you for reading.  I hope you’re now ready for what’s about to come.

If you have any questions, hit up the comments and I’ll be glad to respond.

~thenightsshadow, wishing Good Luck to those of you who have Shop Challenges between now and August 31

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