The Breakdown – Cardfight Vanguard – Neo Nectar

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.

Welcome to the Breakdown.  thenightsshadow here, and as we do each time on the Breakdown, we look at several questions about a series, deck, archetype, or card, then get on down to breaking down what makes it tick and how one should approach playing it.

This time, we’re going to cover the clan of Neo Nectar, and the theme for this article is going to be “Transience and Permanency”, so even for those that don’t play Neo Nectar they can still get something out of this article.

As a reminder, here are the general questions we ask ourselves for each set.

1) Competitively, why should I play this clan over other clans?
2) What is the ideal set up from opening hand to final turn?
3) How does our play look like versus an opponent?
4) Where are our good and bad matchups?

Once we answer these questions,  there will be questions about those questions, but we’ll cover those afterwards.

With that out of the way, let’s answer question 1.

1) Competitively, why should I play this clan over other clans?

Neo Nectar boasted a major resurgence in the G Format, becoming a Main Character’s deck and enjoying blooming success, pardon the pun.  The ability to see call the same Unit get bonuses for duplicates quickly marked Neo Nectar as a power-based deck, able to hit upwards of 100k columns easily.  Neo Nectar’s identity was muddled, however.  It called from the deck like Gold Paladin, but there wasn’t much else to differentiate from that point on.  What if there was a way to showcase planting and growing Units?

In Standard, this has been represented with Tokens.  By being able to obtain Plant Tokens for little or no cost, then sacrificing them to draw cards or replace them with new Units, it showcases a method of growth not seen before in Neo Nectar.  This has some implications competitively, though.  Because Plant Tokens are Grade 0 and can boost, any Grade can be an attacker, making any card in hand both an attacker and a defender when the time calls for it.  Furthermore, with how cheap the Plant Tokens are to make, it makes decks that rely on retiring opposing Rearguards able to do their abilities, but they are unable to stunt the offense like they would other decks.  To a Neo Nectar player, flexibility and defense reign, and they will continue to grow in power until their opponent cannot handle it anymore.

2) What is the ideal set up from opening hand to final turn?

Start by Planting Tokens onto the board.  Riding Dandelion Musketeer, Mirkka lets you start with a good backrow, and riding Pansy Musketeer, Sylvia at Grade 2 lets you continue the Token force.  At Grade 3, ride Maiden of Trailing Rose for two more Tokens, and then let White Lily Musketeer, Cecilia take over.  It can turn a token into up to three Units, and every turn it can do it again and again and again.  With only the Vanguard able to be attacked profitably, the opponent’s game plan becomes very predictable, and after warding off the opponent’s attacks with your extra hand size, it becomes easy to turn the tables.

3) How does our play look like versus an opponent?

I’ve listed what would happen in an ideal game, but not every game will go like that.  There are two issues that arise with Neo Nectar: a lack of soul and a lack of room.  Since White Lily Musketeeer, Cecilia needs a Grade 3 in her soul, without re-riding we only have 3 soul to use our abilities.  Even if we could use the abilities, we only have 5 Rearguard slots, and too often we’ll already have the field full.  What can we do about this?

Use soul sparingly.  Not every soul ability has to be used immediately, and even if you have to, the worst case scenario means your three soul go to planting 3 Plant Tokens in your back row, which you want anyways.  As for a full field, that’s absolutely fine.  Thanks to Force Gifts, you aren’t too hampered by a mismatching field as long as you call correctly, and you can just save up hand to guard.

4) Where are our good and bad matchups?

Neo Nectar has a bad matchup against decks that resource starve by denying Counterblast and/or Soulblast.  Neo Nectar isn’t always able to utilize their abilities for free, and shutting them out of one of the two resources can hamper their progressive growth.

Neo Nectar has a good matchup against decks that rely on playing the long game and exhausting an opponent.  Neo Nectar has difficulty exhausting itself outside of decking itself out, but very few decks have the ability to withstand all the offensive firepower that Neo Nectar is capable of in the mid to late game.

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Let’s now get into the next wave of questions.  These are questions we ask that involve card and style choices.

No submitted questions yet.

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Bonus Feature!

Here’s the decklist I would play if I were take Neo Nectar to a BCS Shop Challenge or a BCS Regionals.

Warning: All decks I post fit the way I play and where I play, and may not be the same for your playstyle and locale.

Clan: Neo Nectar

Grade 0 (17):
1x Broccolini Musketeer, Kirah (SV)
4x Chestnut Bullet (Critical)
4x Maiden of Blossom Rain (Draw) [Sentinel]
4x Night Queen Musketeer, Daniel (Critical)
4x Watering Elf (Heal)

Grade 1 (12):
4x Dandelion Musketeer, Mirkka
4x Fruits Basket Elf
4x Lily of the Valley Musketeer, Rebecca

Grade 2 (11):
4x Iris Knight
4x Pansy Musketeer, Sylvia
3x Spinach Advisor

Grade 3 (10):
3x Exploding Tomator [Force Gift]
3x Maiden of Trailing Rose [Force Gift]
4x White Lilly Musketeer, Cecilia [Force Gift]

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Let’s explain how this deck works, and what you can do to tailor it to your specific playstyle.

Grade 0

Starting Vanguard
You really have only one choice: Broccolini Musketeer, Kirah.  It draws you an extra card.

Critical Triggers
A standard offensive Trigger, helpful for finishing the game early.

Draw Triggers
Sentinels are always welcome, and Draw Triggers help to obtain cards into your hand.

Heal Triggers
No real explanation needed here.  Pretty basic.

Other Alternatives
While it may be tempting to run more Draw Triggers to obtain more shield and more options for cards, not only does it lower the overall level of Guard of the deck, but because of what White Lily Musketeer, Cecilia is able to do late game, you don’t want to empty the deck too much.  Go six at most.

Grade 1

Dandelion Musketeer, Mirkka
The ideal Grade 1 ride for the sole reason of planting a Plant Token behind the Vanguard Circle.  It may not make a good Vanguard Booster, but the ability to have it as an attacker, booster, and a Planter makes it a solid role-filler even after Grade 1 has passed.

Fruits Basket Elf
On the other hand, you can use the soul to exchange this Unit for two Plant Tokens, which get powered up if you have a Grade 3 Vanguard.  While you ideally want to be using this ability later in the game, at Grade 1 a Rearguard Fruits Basket Elf is the only way to get a Plant Token behind the Vanguard if you didn’t ride Dandelion Musketeer, Mirkka.

Lily of the Valley Musketeer, Rebecca
Rebecca’s ability to pump a Grade 1 or lower is best used on Plant Tokens, but can work on any fellow Grade 1 or called Trigger if need be.  The power pump is important to reach key numbers for forcing opponents to guard, and the ability to reuse Rebecca or save her from retiring effects by removing a Plant Token from the board and Soulblasting 1 won’t be used too often but when it’s necessary it’s very helpful.

Other Alternatives
Corolla Dragon in a Force Deck is a little less helpful because the power it gains doesn’t naturally hit specific numbers, but if you’re able to repeatedly call multiple Units by effects it’s a Unit with no cost that can benefit.

Grade 2

Iris Knight
While seemingly innocuous, Iris Knight’s ability means that it is in effect a 13k attacker, which means it is right at home with being boosted by a Plant Token as any additional power is meaningless unless it reaches another 5k.  Something that is that easy to maintain and that solid requires little thought or planning to make work.

Pansy Musketeer, Sylvia
The main draw to Sylvia is the ability to plant a Token anywhere on the board.  This makes her the ideal Grade 2 ride, but since she doesn’t really get any additional power outside of the Token when the field is full additional copies can stay as guard fodder or to propagate the field when Exploding Tomato or White Lily Musketeer, Cecilia removes some of the Plant Tokens.

Spinach Advisor
While it has the same ability as Corolla Dragon, the 3k boost is more welcomed here.  Being able to hit 13k is a necessary thing for Units to be fashioned as attackers, so while Spinach Advisor has a slightly tougher time of hitting the number it is able to with help.

Other Alternatives
Lily of the Valley Musketeer, Kaivant is a big power increase for one turn if you play a lot of Plants onto the board.  He’s basically an interceptor or a vanilla afterwards, though.  If you want additional early plusses, Spiritual Tree Sage, Irminsul lets you draw a card for a Counterblast.  Due to all the free Rearguards you can get, I personally would rather wait for White Lily Musketeer, Cecilia for my Counterblast use, especially since Cecilia doesn’t have to remove Triggers from the deck.

Grade 3

Exploding Tomato
If you end up running into too many Planters, then you can use Exploding Tomato to cull some of the overgrown Plants to draw a card while gaining some power.  Otherwise, it’s a backup Grade 3 that can Plant tokens if needed.

Maiden of Trailing Rose
Your ideal initial Grade 3 if you lack Plant Tokens on the board.  Being able to plant up to 2, as well as give Plant Tokens a power boost lets Neo Nectar put some pressure on the opponent.  A solid role-filler.

White Lily Musketeer, Cecilia
Your main Grade 3.  Cecilia turns Plant Tokens into Units you can use, and even if you only call one Unit that’s one Unit you removed from the deck.  Cecilia’s ability accomplishes three things:
1) It turns a weak, easy to generate resource into a strong field.
2) It removes Units from the deck, making it easier to hit Triggers.
3) It provides an offensive force when a Grade 3 is in soul, giving Cecilia both the ability to be advantage and to end games at the same time.
While Cecilia may be slower than other finishers, the number of cards you have in your hand for defense (or to turn 1 card into an entire field) as well as the amount of threats that can pop up make it very easy to finish off an opponent that is drained.  Cecilia in the deck ensures that even one card can make a full field.

Other Alternatives
Maiden of Pure Splash is an alternative game ender.  Save up 3 Counterblast and unleash columns of 60k, 60k, and 38k before any Force Gifts you may have on the board.

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Thank you for reading.

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

~thenightsshadow, curious to find out where tokens will end up going in the future.

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