Tag Archives: Decklist

[Decklist] Fenrir Revelation

Hey-yo people !

And yeah, the featured image has nothing to do with the decklist itself. That’s just clickbait.

I’m back with a decklist, this time for the great Fenrir !

Now, I really wanna share why I looked into Genesis, and specifically, Fenrir. Some months ago, I read the Magnus Chase books, and really decided to make Fenrir. This deck is personally my second best deck, as it requires both sense of timing and proper execution.

What is Genesis ?

Genesis is a clan which can be described as a blend of Dark Irregulars and Pale Moon, often with a mix of Oracle Think Tank. It was a sister clan to OTT, until Wiseman loop and Fenrir happened. Its main focus is mass soulcharging cards, and then mass soulblasting them for various benefits such as superior calling, drawing, power boosts, and much more.

Now, going to its keyword, Revelation. Revelation was brought out in G BT08. Revelation is an on call ability, which triggers on specific circles only, by which you can check the top card, and put it in your soul or keep it on the top of the deck. If you do the former, rest a unit. This helps to check whether the top card is a trigger or not, and if not, you can put it in your soul to increase chances of getting a trigger in your drive checks. One downside of the keyword is that you lose a booster or attacker via resting a unit, thus decreasing pressure. This cost is mitigated  by the Fenrir G4, Tahro and Gelgja.

The decklist is :

Fetter Creator, Van (SV)

G zone:

4 Mythical Destroyer Beast, Vanargandr

3 Mythical Hellsky Beast, Fenrir

2 Great Angel, Doom Brace

3 Beast-Slayer Military Deity, Tyr

2 Goddess of Seven Colors, Iris

2 Sky-dome Battle Maiden, Hanasatsuki

Grade 3:

4 Mythic Beast, Fenrir

4 Goddess of Sunlight, Yatagarasu

Grade 2:

4 Boulder Fetter, Gjoll

4 Battle Maiden, Kotonoha

3 Unappeasable Biter, Gleipnir

Grade 1:

4 Goddess of Decline, Hel

4 Shackle Fetter, Gelgja

4 Mythic Beast, Skoll

2 Claimer Harry

Grade 0:

4 Goddess of Youth, Hebe

4 Goddess of Sound Sleep, Tahro

2 Dreaming Dragon

4 Stake Fetter, Thviti

2 Battle Maiden, Kukurihime

One downside of Genesis is that it has a very small number of G Units, thus limiting options, and meaning that you have to play multiples of each card, despite it’s rarity.

The deck playstyle is actually straightforward, but only if you know your cards well. Our beater is Kotonoha, which becomes a powerhouses by soulcharging and more boosts if soulcharged with Revelation. We get draws from Gjoll, Hellsky Fenrir and Gleipnir, and can maintain a decent sized hand. For pressure, we have Vanargandr, which becomes even more formidable when combined with Revelation. For resource management, we have Dreaming Dragon, Harry and Hel (the CC PG).

Now, I don’t actually play the loop, but still, here is the Wiseman Loop

The Wiseman loop makes use of Angelic Wiseman, Hellsky Fenrir and the Revelation Stand, Tahro. This works best if you have low cards in the deck, like ten to twelve. So, assuming you have four Tahro in soul, at least five open CB and a lot of soul, more than twenty four, including the Tahros, you can use Fenrir’s skills to put five cards in the soul, and give a + 15k bonus to wiseman, and you have a 25k Wiseman. Then attack with him and use his skill to SB a Tahro, standing him. (Note : Standing again while attacking does not cancel the attack). Repeat until you have no Tahro in soul. This is a very fearsome loop, as you can attack more than four times for a 4ok+. Your opponent needs a lot of hand to guard against the loop. If you have Hati behind him, BOOM. Big numbers incoming. Then, after bottomdecking all your Tahros, attack with Vanguard for triple stands. I’m not going to calculate the total power on Wiseman though, better get a calculator.

However, Gears, Granblue, Kagero really mess up the loop, so be cautious.


The Cards:


Grade 3 :

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Mythic Beast, Fenrir

[AUTO](VC) Generation Break 2:[Soul Blast (3)] When this unit attacks a vanguard, you may pay the cost. If you do, until end of that battle, this unit gets [Critical]+1, and your opponent cannot call grade 1 or greater units from hand to (GC).
[AUTO](VC):During your turn, when your G unit Stride, Soul Charge (3), choose one of your vanguards, and until end of turn, it gets “[AUTO](VC)[1/Turn]:[Counter Blast (1)] When your card is put into the drop zone from your soul, you may pay the cost. If you do, call that card to (RC).”.

Fenrir is one of the best Striders in game, in my opinion anyways, at least by the Stride skill. Also, he has great art, and I definitely like The Wolf. #MagnusChase !

His Stride skill is free, and you soulcharge three cards, and give a red text to the G Unit you Stride. The red text allows the Vanguard to superior call a unit from the drop, but it has to be a unit you soulblasted. Pretty wicked, considering you get all sorts of units in the soul which you require a lot. Also, the soulcharge powers up Kotonaha by 3k instantly, making her a 12k attacker.

Good calls from his skill are Gjoll, Kotonaha and Dreaming Dragon (only get him out if your deck is low.)

His passive GB2 costs three soulblasts, and by paying the cost, he gets a critical and a glory skill too. Was pretty good back when G-Zone was 8, but now, G Guardians have powercreeped him.

Still, Fenrir is a good G3 and you will want to ride him, as you are boosted by tons by just having him on VC.

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Sunlight Goddess, Yatagarasu

[AUTO](VC) Limit Break 4 (This ability is active if you have four or more damage):[Soul Blast (9)] When this unit attacks a vanguard, you may pay the cost. If you do, draw two cards, and choose up to two of your «Genesis» rear-guards, and [Stand] them.
[AUTO](VC):During the battle that this unit was attacked, when your «Genesis» guardian is put into the drop zone, put that card into your soul. This ability cannot be used for the rest of that battle. (If two cards or more are put into the drop zone at the same time, put one card into the soul)
[CONT](VC/RC):Lord (If you have a unit without a same clan as this unit, this unit cannot attack)

The other grade three of the deck. Yeah, I know most players run Wiseman for the loop, but I don’t like the loop much and Yatagarasu is pretty much a okay-ish backup. Of course, the new Fenrir from the upcoming set eleven will replace her, but uptil now, I’ve never encountered any problems with her. Misriding a 10k base unit is much bad than this. Yeah, she does not have a RG skill, but that is an argument for another day.

Her Limit Break skill costs soulblast nine, when she attacks, she can stand two of your rearguards, and draw two cards. This is even more effective: Soulblast two Tahro for her skill, and you instantly get two columns, fully charged, and the draws are also great.

Her second skill is also cool. If you use guardians for guarding her, she can put one of the guardinans in the soul. Only one, mind you though.This is great if you wanna get Tahros (which are kinda dead in the hand) to your soul, and ready for column stands next turn. A good point of this card is that it does not carry any GB restriction, meaning you can keep her as VG and your deck won’t be vanilla against rush decks. Then again, most cards do not have GB restricted effects. Hell, you can even rush with Revelation early game.


Grade 2 :

The actual cards that are great both early game and late game.

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Battle Maiden, Kotonoha

[AUTO]:Revelation-(RC) (When this unit is placed on the specified circle, look at the top card of your deck, and you may put that card into your soul. If you do, [Rest] one of your rear-guards)
[AUTO](RC):When your card is put into your soul during your turn, this unit gets [Power]+1000 until end of turn. Then, if it was put into your soul due to the effect of your revelation ability, this unit gets [Power]+1000 until end of turn.

Arguably one of the two best grade twos of the deck. She has Revealation, and a really good skil too.

The skill boosts her power by 1k for each soulcharged unit, and another 1k if soulcharged with Revelation. You already soulcharge three for Fenrir’s Stride Skill, making her a 12k attacker instantly. On Tyr turns, she hits 15k, 18k or 21k, depending on your drive checks. Combine her with Tahro and/or Stands, and you at least force your opponent to guard with two-three 10k shields.

Like I said, best card of the deck. Also, as her skill is not GB restricted, you can potentially go early game like me and get cards in to the soul. The target for resting should be Van, which is a good card too.

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Boulder Fetter, Gjoll

[AUTO]:Revelation-(RC) (When this unit is placed on the specified circle, look at the top card of your deck, and you may put that card into your soul. If you do, [Rest] one of your rear-guards)
[AUTO] Generation Break 1:[Counter Blast (1)] When this unit is placed on (RC), if you have a vanguard with “Fenrir” in its card name, you may pay the cost. If you do, until end of turn, this unit gets [Power]+4000, and “[AUTO](RC)[1/Turn]:[Soul Blast (3)] When this unit attacks, you may pay the cost. If you do, draw a card.”.

A glimmer clone, who is far to good not to use.Has Revealation? Check. Power boosts? Check. Draw power? Check. The second greatest card after Kotonaha, he is probably the only card which I don’t feel bad about riding. Probably because I can superior call him after soulblasting him.

His skill is on-call, by paying one counterblast, he gets 4k and a 1/Turn red text, but is restricted by GB1 and needs a Fenrir vanguard. His red text is on-attack, by paying three soulblasts, you draw a card. A combo I like to pull off is soulblast a Tahro to restand him midattack for another attack, or two Tahros to restand the whole column. You can get this off only once, cause it would be a dangerous loop if the red text was not 1/Turn.

You also can combine him with Gelgja’s soul skill, to get a 10k boost on him, but for that to happen, you’ll need to rest Gjoll via Revelation first.

His art’s cool too. And he’s only a R

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Unappeasable Biter, Gleipnir

[AUTO](RC) Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1)] When this unit attacks a vanguard, if this unit is boosted, you may pay the cost. If you do, Soul Charge (3). Then, if your card was put into the drop zone from your soul during this turn, draw a card.

Gleipnir is a very old time card, from set 4. The conditions for his skill to activate are the same as other Amber Clones: On-attack, if boosted, pay a CB and all that. He is the same.

His skill lets you soulcharge three, and then if you soulblasted before using his skills, you draw a card. Pretty good, considering that he soulcharges, but I will replace him with the RR G2 (it is coming, don’t ask me who) from set 11.


Grade 1 :

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Shackle Fetter, Gelgja

[AUTO]:Revelation-(RC) (When this unit is placed on the specified circle, look at the top card of your deck, and you may put that card into your soul. If you do, [Rest] one of your rear-guards)
[ACT](Soul):[Put this card on the bottom of your deck] Choose one of your rear-guards, [Stand] it, and it gets [Power]+3000 until end of turn. If you have a vanguard with “Fenrir” in its card name, Soul Charge (2), choose one of your units, and it gets [Power]+3000 until end of turn

Best grade one imo. He has great art and great synergy with Revelation too.

His skill activates in the soul. It is an ACT, so use your Revelations beforehand. By bottom decking him from soul, you can stand one of your rearguards, and give it +3k. Then, if you have Fenrir as VG, you soulcharge two and give another unit 3k. Not decking out is always helpful, and the additional SC helps boost up Kotonaha too. He should be your G1 ride target, ’cause it is always good to use Revelation on G2.

Good card overall, dead if you get him in the hand. But that is the reason I use Yatagarasu.

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Claimer Harry

[AUTO](RC)[1/Turn] Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone):When a card is put into the drop zone from your soul, put that card on the bottom of your deck, and Counter Charge (1).

Harry is the only card that countercharges in the deck, and also helps in not decking out.

His skill is 1/Turn, when you soulblast, you can bottom deck that card and countercharge one. Useful when running low on CBs, but the deck does not use much CBs to make it worthwhile.


Grade 0 :

In this segment, I will talk about two triggers and the starting vanguard

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Fetter Creator, Van

[AUTO]:Forerunner
[AUTO](RC):When this unit [Rest] due to the effect of your card, choose one of your units, and it gets [Power]+2000 until end of turn.
[AUTO](RC) Generation Break 1:[Put this unit into your soul] When your drive check reveals a normal unit, you may pay the cost. If you do, draw a card.

Van is the new starter of the deck. He is purely here for becoming a scapegoat to Revelation and the draw.

His skill, when rested due to your card effects (Revelation, duh), he gives one of your units +2k. Early game power-ups are nice.

When your drive check reveals a normal unit, by putting him in the soul, you draw a card. Pretty useful skill, and the draw helps too.

You can replace him with Leyding, but I feel that Van is much more versatile and synergizes with Revelation. Too good not to use.

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Goddess of Deep Sleep, Tahro

[AUTO]:Revelation-(RC) (When this unit is placed on the specified circle, look at the top card of your deck, and you may put that card into your soul. If you do, [Rest] one of your rear-guards)
[AUTO] Generation Break 1:[Put this card on the bottom of your deck] When this card is put into the drop zone from your soul, you may pay the cost. If you do, choose one of your rear-guards, and [Stand] it.

Another Broken Stand trigger. His skill is when soulblasted, by bottom decking her, you stand one of your rearguards. Infinitely better with Revelation and some good cards. Who doesn’t like multiattacks ?

But she is a dead card in hand, so get her to soul no matter what

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Dreaming Dragon

[AUTO](RC) Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone):[Put this unit on the top of your deck] At the end of your turn, you may pay the cost. If you do, return all cards from your drop zone to your deck, and shuffle your deck. Then, if ten or more cards were returned, draw a card.

A card you definitely want to use if you don’t wanna deckout. His skill triggers at the end of the turn. By top decking him, return all your drop zone to deck, and shuffle. If you return more than ten, draw a card. Good things come in C rarity, don’t they?

The best time you want to use this card is if you have less than ten cards in the deck.


The G Zone :

One of the cons of Genesis is that it has a very small card pool, at least for grade fours. But, we still have some good units.

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Beast-Slayer Military Deity, Tyr

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)[1/Turn]:[Soul Blast (3)] Look at the top card of your deck, put it on the top or bottom of your deck, and until end of turn, this unit gets “[AUTO](VC):When your drive check reveals a grade 1 or greater card, you may Soul Charge (3).”.

Yep, I love Tyr. He sets up the soul so hard that it’s not funny

His skill is once per turn, by soulblasting three, he gets red text that allows him to soulcharge three when you drive check don’t drive check a grade zero.

Now, what makes this card so good ? The fact that it sets up your soul is nice, but you can also get in key units like Gelgja, Tahro and even dreaming Dragon, so that you have chances of surviving without decking out. Even more, you pump up Kotonoha with +12k (assuming you drive checked three non-grade zeroes, and 3k with Fenrir). Anyways, you will probably use him only once per game, mainly because he has fulfilled his purpose of filling the soul.

He can really set you up for a finisher turn, on either Hellsky or Vanargardr, as now, you will have a big soul and low amount of cards in deck.

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Mythical Hellsky Beast, Fenrir

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[CONT](VC) Generation Break 2:Your rear-guards’ revelation ability changes to “[AUTO]:When this unit is placed on (RC), look at two cards from the top of your deck, search for up to one card from among them, put it into your soul, and put the rest on the top of your deck in any order.”.
[ACT](VC):[Counter Blast (1) & Soul Blast (3)] You may draw a card. If you do not, put up to one card from the top of your deck into your soul, choose one of your rear-guards, and that unit and this unit get [Power]+3000 until end of turn.

The grade four form of Fenrir.

His first skill changes Revelation to : When placed on RC, you check the top two, put one in the soul and other on the top. The ability gets rid of the downside of Revelation, which is the resting, and allows you to check the top two.

His second skill, by paying a counterblast and three soulblasts, you can either draw a card or soulcharge the top card. If you do the latter, choose a rearguard, and they both get +3k. Another vital piece in the Wiseman loop.

Now, how do we use these ability to the fullest ?

First, you need to have the G3 Fenrir as vanguard (and GB2). Then stride into this guy. Call a unit with Revelation (preferably Kotonoha); use her skill to check the top two, and put one normal unit in the soul. If the other unit you top decked is a normal unit, use Fenrir’s second skill to either draw it or soulcharge it (Soulcharge is better; more power to Kotonoha) thus increasing trigger chances. Then use the red text given by G3 Fenrir to call another unit with Revelation, and repeat the above. If you get a trigger unit, keep it there and keep using more Revelation units to to soulcharge all your normal units, thus having only triggers in the deck. Instant wincon, while also pumping up Kotonoha.

So, this is another thing I do post first-Strides. While Fenrir is not a finisher, he helps plenty by removing normal units from the deck. But, he is ferocious if you have pushed your opponent to five damage, as mostly, all your drive checks will be triggers. The best I got was when I faced some one on four damage, used Revelation twice to get out two normal units, and was a three to pass. First Drive check? Critical. Second Drive check? Critical. Third Drive check? Critical. THE REAL FORM OF HELL.

For all those who don’t believe :

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Ignore the deck being 0. I took the screenshot in the Replay, so no deck is shown.

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Mythical Destroyer Beast, Vanargandr

[Stride] (Released when both players’ vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC) Generation Break 2 (Active if you have two or more face up G units in total on your (VC) or G zone):[Soul Blast (6) & Choose a face down card named “Mythical Destroyer Beast, Vanargandr” from your G zone, and turn it face up] When this unit attacks a vanguard, you may pay the cost. If you do, until end of turn, this unit gets “[AUTO](VC):At the beginning of your drive step, look at four cards from the top of your deck, search for up to four cards from among them, put them on the top of your deck in any order, and put the rest on the bottom of your deck in any order.”.

Another finisher of the deck. Vanargandr is really good, provided you have not ended the game before using him.

His skill is generation break two, when he attacks, for a persona flip and six soulblasts, he gets the red text. The red text is, before he drive checks, he checks the top four, and then you arrange them accordingly. He is especially useful when the opponent is at five damage and you are sure that you have triggers in the deck. If you do not get any triggers, you can bottom deck the cards, hoping to get triggers.

Now, I do not use him for trigger stacking, although that is a very powerful thing, I use him to soulblast my four Tahros which are in the soul to stand two columns, thus making more attacks and bottom decking all the Tahros. Thus you can have up to six attacks with him, not including trigger effects from drive checks.

I will not talk about Doombrace, because he is mostly a filler G Unit.

G Guardians :

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Sky-dome Battle Maiden, Hanasatsuki

[G guardian] (Usable when both fighters’ vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is three or less)-Opponent Turn’s Guard Step-[Choose a card with “Heal” from your hand, and discard it] Call this card to your (GC) from face down.
[AUTO]:When this unit is placed on (GC), choose one of your rear-guards, and if you have a card with the same card name as that unit in your soul, this unit gets [Shield]+10000 until end of that battle.

Hanatsuki is the G Guard from set 8. When placed on GC, if you have a card in the soul with the same name as a rearguard, she gets +10k shield. Easy-peasy.

The shield gets better as the game progresses, and thus your defense increases.

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Goddess of Seven Colors, Iris

[G guardian] (Usable when both fighters’ vanguards are grade 3 or greater, and the number of face up G guardians in your G zone is three or less)-Opponent Turn’s Guard Step-[Choose a card with “Heal” from your hand, and discard it] Call this card to your (GC) from face down.
[AUTO]:When this unit is placed on (GC), choose up to three cards from your drop zone, and put them into your soul. If three cards were put, this unit gets [Shield]+5000 until end of that battle.

Iris is another great G Guard. When placed on GC, she puts three cards from drop into the soul. Great skill. All your soulblasted units or heal triggers go to your soul for soulblasting next turn. Great card. And if the new Fenrir has a GB2 similar to Gavrail’s, it’d be even powerful.


So, this is my Fenrir deck.

Early game: You want to get Gelgja, Gjoll to the soul as fast as possible. Plop Kotonaha down for early game beatdown. Get normal units in the soul as much as possible before first Stride. Main ride mostly should be Fenrir.

First Stride, Tyr only. Soulcharge half the deck to the soul. Do not go for triggers first Stride. Genesis works best late game.

On second Stride turn is where you get serious. Go into Fenrir or Vanargandr. This depends on you, and how fast you wanna end games. Mostly get a Dreaming Dragon to RC now, and start soulblasting triggers from the soul. Only triggers, mind you. Normal units stay in the soul. Get out your Tahros for multiattacks, and use Dreaming Dragon at turn end to replenish the deck with triggers. End games with Fenrir or Vanargandr.

And above all, have fun !

#StandUpVanguard

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[Decklist] Gurguit Unite

So, after a long time, I am here with a new decklist

What is Gold Paladin ?

Gold Paladin is one of the three Paladin clans, the other two being Shadow Paladin and Royal Paladin. All three of them focus on superior calling cards from the deck, however, their mechanics are very different in the G era.

Shadows call mainly Grade 1 units, who they sacrifice for power boosts, superior calls and other benfits. Their keyword is Ritual, activates when there are a certain number of grade 1 units in the drop zone

Royals are more focused on calling G2s. Their keyword is Brave, which activates when you have three or less cards in hand. You can find my decklist here .

Now, the main feature of this blog, the Golds. Gold Paladin was first introduced in TD05. Their keyword is Unite, which activates when you have called two or more cards to RC or GC. It is believed to be one of the easiest keywords to trigger.

Now, there are lot of builds in Gold Paladin, but the most stand out builds are: Gurguit and Ezel.

Ezel focuses on the G3 Ezels and the Stride. They have unlocking skills, making them last long against Link Joker. Definitely got stronger with the Raven-Haired Ezel print in the Revival Collection.

Gurguit is a main, solid deck of Gold Paladin. It is slow due to it being a Stride focused deck, does not have a good early like Altmile. But it is a very fun and exceedingly powerful deck when used correctly. And don’t remember :

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Staples :

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Sunrise Ray Knight, Gurguit

[AUTO](VC) Generation Break 2 (Active if you have two or more face up G units in total on your (VC) or G zone):[Counter Blast (1) & Soul Blast (1)] At the beginning of the guard step of the battle that this unit is attacked, you may pay the cost. If you do, look at four cards from the top of your deck, search for up to one card from among them, call it to (GC) at [Rest], and shuffle your deck.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, look at four cards from the top of your deck, search for up to one card from among them, call it to (RC), shuffle your deck, and that unit gets [Power]+2000 until end of turn.

Gurguit is the MVP card of this deck. Unlike most cards, he has a defensive GB2 skill. His Stride skill lets you search the top four cards of the deck to call a call a card to RC, and give it +2k. Now, as most cards of this deck can begin good combos and fill out the field instantly, it is not a bad skill. It gives a good boost to activate Unite, and the you units called may start a chain call as well.

His second skill is the defensive GB2. When he is attacked, for a CB and a SB, he calls forth a guardian from the top four cards of your deck. This helps in conserving hand size, which already is big due to calling from top deck. Also, it counters PBDiablo. However, that SB cost may hinder the chances of activating Rayguit’s skill.

It is also good with old PGs (not G-PGs from older sets, but PGs before G support) because they can use their skill when placed on GC from deck. Only some PGs (Candace and the new PG from set 10) can be used for his second skill.

His reprint in the Start Deck definitely made him cheaper, if he wasn’t already.

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Golden Holy Sword, Gurguit

[CONT](VC) Generation Break 2 Unite (Active if you have called two or more units to (RC) or (GC) during this turn):All of your rear-guards get “Intercept” and “[CONT](RC):This unit can intercept from the back row during the battle that your vanguard was attacked.”.
[AUTO](VC):[Counter Blast (1) & Soul Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, look at four cards from the top of your deck, call a card to (RC) from among them, shuffle your deck, if you called a unit with the unite ability, look at the top card of your deck, and call it to (RC) as [Rest].

This is the other new Gurguit we’ve received in this set. He has the Unite keyword, as expected.

His Stride Skill now is that he searches the top four for a card, calls it to RC, and if it has Unite, call the top card of the deck to RC. The beauty of this Stride Skill is that it automatically activates Unite, meaning you do not have to call another unit from hand to activate Unite anymore. However, you may not always get a card with the Unite ability, so it is really inconsistent.

His second skill is a Unite which activates on your opponents turn. All your units get a red text that allows them to intercept; and if the vanguard is attacked, intercept from the back row. Now, the opinions are really divided on this skill. Personally, I feel that the skill is good, because I can clear out my field for the next turn. However, as most people are complaining, it has zero synergy with the new PG.

Also, I hate that JPN RRR foil.

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Holy Sword of Heavenly Law, Gurguit

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)[1/Turn]:[Counter Blast (1) & Choose a face down card named “Holy Sword of Heavenly Law, Gurguit” from your G zone, and turn it face up & Choose a card from your hand, and discard it] Until end of turn, this unit gets “[AUTO](VC) Unite:When this unit attacks, look at seven cards from the top of your deck, call a card to (RC) from among them, and shuffle your deck.” and “[CONT](VC):All of your units get [Power]+2000 for each face up card with “Gurguit” in its card name in your G zone.”.

Gurguit’s newest Stride form. Seems that this set gave us a lot of new first Stride options. He also enables GB2 on first Stride.

So, his skill is once per turn. For a CB, discard and persona flip, he gets two red text skills. The first is,if Unite is achieved, on-attack, he searches the top seven, and calls a card to RC.This is especially useful when you want to multiattack and and have power boosts.

His second skill continuously gives +2k for each face up copy of him and Rayguit in the G Zone to all your units. This can result in huge power gains and big columns if used properly.

He’s really good, both as a first stride and later on, imo. But a bad thing is that he has a discard as a cost. Normally, the deck has a good hand size, but due to this and Kinarius both costing a discard, it may stack and become a problem. However, Jeffrey can combat that easily. Then, the next problem is definitely deckout. Yeah, we have some cards that send units back to deck, but that’s not nearly useful for the sheer amount of superior calling the deck does. So, use this card wisely.

Like Gurguit G, ditto for it’s foil too.

G-BT07-001.png

Sunrise Ray Radiant Sword, Gurguit

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC) Generation Break 2 Unite (Active if you have called two or more units to (RC) or (GC) during this turn):[Counter Blast (1) & Soul Blast (2)] This unit gets [Power]+5000 for each of your rear-guards until end of turn. Choose up to five of your rear-guards, and they get [Power]+5000 until end of turn.

Rayguit now. Damn, once I faced a guy on CFA who used his skill five times in a row. Needless to say, I did not survive.

Getting on to the card. His skill is very simple, yet very powerful. For a CB and 2 SB, if you are United and have enabled GB2, he gets +5k for each of your rearguards, and all your rearguards get +5k. Mind well, this is an ACT skill, and moreover is not restricted by 1/Turn. This must be enough to tell you that this is a very fearsome card, and fighting against it is definitely one sided. Get two uses of it, and your opponent will be on “PG or death” status.

One downside is of the SB cost. This not being restricted forces it to be used multiple times, and thus implying that you may not have soul for Gurguit G, Henrinus and any other guy who uses soul.

If you want to fill your soul, we have Jeffrey, Gerrie and Marcia.

Only 1 is enough,as you mostly will end games on him.

G-BT08-004.png

Golden Dragon, Glorious Reigning Dragon

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC) Unite (Active if you have called two or more units to (RC) or (GC) during this turn):[Counter Blast (1) & Choose a face down card named “Golden Dragon, Glorious Reigning Dragon” from your G zone, and turn it face up & Choose two of your rear-guards, and put them on the bottom of your deck in any order] When this unit attacks, you may pay the cost. If you do, look at seven cards from the top of your deck, search for up to the same number of cards from among them as the number of face up cards in your G zone, call them to separate (RC), shuffle your deck, and if you called three or more cards, Counter Charge (1)/Soul Charge (1).

So, Glorious Reigning. It is the second best stride that G GP has to offer. His skills is that when he attacks, for a CB, persona flip, and returning two rearguards to deck, he can check the top seven and call the same number of cards to RC as the number of face up cards in G Zone. The best part of the skill, is that you if you call three or more cards, he can CC1 & SC1. More soul is always great. Also, if you play this guy second (first Heavenly Law ), you instantly have 3 face up cards in the G Zone. At late game, he can call full fields with his skills.

Very useful card. Can end games, great to have when the opponent is at three or less damage, restores resources……….. the list goes on. Is there anything he can’t do ? Well, there is power gain, but that’s why he’s RRR, and not GR. Anyways, we do have Rayguit for power gains. Definitely replaces Spearcross.

G-BT10-012.png

Knight of Daylight, Kinarius

[CONT](RC) Unite (Active if you have called two or more units to (RC) or (GC) during this turn):If you have a vanguard with “Gurguit” in its card name, this unit gets [Power]+4000.
[AUTO] Generation Break 1:[Choose a card from your hand, and discard it] When this unit is placed on (RC), you may pay the cost. If you do, look at three cards from the top of your deck, search for up to one card from among them, call it to (RC), and put the rest on the bottom of your deck in any order.

Finally, a non-CB reliant chain caller, Kinarius is the RR from the new set.

When placed on RC, for the simple cost of discarding a card, he allows you to look at the top three, select one and call it to RC. This is great, because the simple thing thing of not having a CB cost makes him a staple in my deck. Also, the discard really does not hurt if you play the deck well.

His second skill gives himself +4k if you have a Gurguit vanguard and Unite is enabled. Thus, becomes a 13k attacker on most of your turns. Also, makes great columns on your Heavenly Law and Rayguit turns.

In my testing, I felt that this is more better than any other G2 in any field, like power gain, chain calling, and resource management. The discard can be returned by the Triple Drive, or by Jeffrey.

Also, waiting for a Tanba clone for Gurguit, Bushi.

G-BT08-026.png

Knight of Remaining Sun, Henrinus

[AUTO] Generation Break 1:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (RC), you may pay the cost. If you do, look at three cards from the top of your deck, search for up to one card from among them, call it to (RC), and put the rest on the bottom of your deck in any order. If you have a vanguard with “Gurguit” in its card name, the unit called with this effect and this unit get [Power]+3000 until end of turn.

The Glimmer clone for Gurguit. Very versatile and useful in all GP builds, not just in Gurguit.

On-call, by paying one CB & SB, he searches the top three and calls a card from among them to RC. Then, if you are on any Gurguit, they both get +3k. As I said, very versatile. He can be teched in any deck, because half of his skill is generic. Also; he becomes a 12k attacker and the called card become a 7k, 10k, 12k, or 14k attacker, based on the grade and base power of the unit called.

The only sad thing is that he does not have Unite. Due to this, Gurguit G and others can’t take benefit of it.

G-BT07-004.png

Knight of Spring’s Light, Perimore

[CONT](RC) Unite (Active if you have called two or more units to (RC) or (GC) during this turn):This unit gets [Power]+2000.
[AUTO] Generation Break 1:[Counter Blast (1)] When this unit is placed on (RC), you may pay the cost. If you do, look at three cards from the top of your deck, search for up to one card from among them, call it to a (RC) in the same column as this unit, and put the rest on the bottom of your deck in any order.

Perimore is the RRR from set 7. Dunno why it is a triple rare, because both Henrinus and Kinarius are way better than him.

For his cont skill, if you enable Unite, he gets +2k, Making him an 11k attacker.

His second skill, when placed on RC, by paying 1 CB, he calls a unit from the top three to the same column as him. This alone makes him less useful, tbh. Henrinus does the same thing, with an additional SB cost though, and even gives power. Why is he RRR, Bushi ?!

But, in all honesty, a booster is always nice on a Glorious turn. Also, we currently do not have any other good cards with Unite, so he is okay, I guess.

G-BT08-027.png

Knight of Morning Light, Horsa

[AUTO](RC) Generation Break 1 Unite (Active if you have called two or more units to (RC) or (GC) during this turn):When your other units is placed on (RC), choose one of your other units in the same column as this unit, and that unit and this unit get [Power]+2000 until end of turn.

This guy’s one of the reason why we run 8 stand triggers. Stop asking for Pir clones people, this is the Pir clone. If we do get another Pir clone………… no, stop imaging things, Schar.

Going on to it’s skills, if you are United and have achieved GB1,when a unit is placed on RC, the unit’s in the column this guy is in get a 2k boost. By not being 1/Turn restricted, he combos very well with every Stride, G2, and also the new Gurguit.

He can crank up some very high columns on your Rayguit turns, and hit numbers on your Heavenly Law and Glorious Reigning turn.

G-BT10-013.png

Holy Mage, Alessia

[CONT]:Sentinel
[AUTO]:[Choose a card from your hand, and discard it] When this unit is placed on (GC), you may pay the cost. If you do, choose one of your vanguards that is being attacked, and it cannot be hit until end of that battle.
[AUTO] Unite (Active if you have called two or more units to (RC) or (GC) during this turn):[Choose one of your rear-guards, and put it on the bottom of your deck] When this unit is placed on (GC), you may pay the cost. If you do, this unit gets [Shield]+15000 until end of that battle.

Alessia is the new perfect guard from set 10.

So, her first skill is standard PG skill, only that she does not need to be called from hand to trigger her effect. That means she can be used with the OG Gurguit’s GB2, and thus saces a card from your hand.

The other effect is, by returning a rearguard to deck, if you have achieved Unite, when placed on GC, she gets +15k shield. This can be used if you want to conserve hand size or and/or want to guard a reaguard.

The only thing when I see this is, why couldn’t Bushi have it synergize with Gurguit G.

G-BT07-029.png

Sunshine Knight, Jeffrey

[AUTO](RC) Generation Break 1 Unite (Active if you have called two or more units to (RC) or (GC) during this turn):[Put this unit into your soul] At the end of the battle that this unit boosted, you may pay the cost. If you do, draw a card.

Jeffrey is a good resource management card, which happens to be an R.

At the end of the battle he boosts, by putting him in the soul, you draw a card. Simple as that. However, you increase your soul and get an empty circle, which both are great. That’s why I included him in my Staples list.

So, now the decklist :

Decklist :

Grade 0

x1 Knight of Early Dawn, Coel

x4 Scarface Lion

x4 Ketchgal Liberator

x4 Player of the Holy Pipe, Gerrie

x4 Curable Angel

Grade 1

x4 Dawning Knight, Gorboduc

x4 Holy Mage, Alessia

x3 Knight of Morning Light, Horsa

x2 Sunshine Knight, Jeffrey

Grade 2

x2 Knight of the Remaining Sun, Henrinus

x3 Knight of Daylight, Kinarius

x2 Knight of Spring’s Light, Perimore

x2 Blaster Blade Spirit

x3 Knight of the Faint Sun, Marcia

Grade 3

x4 Sunrise Ray Knight, Gurguit

x4 Golden Holy Sword, Gurguit

G Zone

x4 Golden Dragon, Glorious Reigning Dragon

x2 Sunrise Ray Radiant Sword, Gurguit

x4 Holy Sword of Heavenly Law, Gurguit.

x2 Golden Beast, Sleimy Flare

x1 Golden Dragon, Scourge Point Dragon

x1 Golden Dragon, Build Peak Dragon

x2 Sacred Heaven Prayer Master, Reia

Starter :

G-FTD01-014.png

 Knight of Early Dawn, Coel

[AUTO]:Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[ACT](RC) Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone) Unite(Active if you have called two or more units to (RC) or (GC) during this turn):[Put this unit into your soul] Look at three cards from the top of your deck, search for up to one card from among them, call it to (RC), shuffle your deck, and that unit gets [Power]+2000 until end of turn.

Coel is the new starter of the deck. His skill is GB1, and if you achieve Unite, you can send him to soul to check the top three and call a unit to RC, and it gets a +2k boost. Helps in filling the soul and the field. Due to not costing a CB, he is a lot cost efficient than any other starter.

Triggers :

In this deck, I play eight stands and four crits. Stands work magic in the deck as you have a lot of powered up units on your Stride turns. It also doesn’t help that Gold Paladin has three of best stand triggers in the game. Not broken, but still powerful.

BT17-056.png

Ketchgal  Liberator

[AUTO]:[Put this unit on the bottom of your deck] When this unit is placed on (RC) from your deck, you may pay the cost. If you do, look at three cards from the top of your deck, search for up to one card other than a card named “Ketchgal Liberator” from among them, call it to an open (RC), and shuffle your deck.

Ketchgal is one of the free chain call cards, not costing any CB or SB. When placed on RC from deck, he searches the top three for a card and calls it to RC. The only cost is returning it to the deck. This way, the deck thins out and you get more chances of triggers. And if you call it as rest via Gurguit G’s Stride skill, you can return it to deck for another card.

G-BT07-061.png

Player of the Holy Pipe, Gerrie

[CONT](RC) Generation Break 1 Unite (Active if you have called two or more units to (RC) or (GC) during this turn):This unit gets [Power]+3000, and “[AUTO](RC):At the end of the battle that this unit attacked or boosted, put this unit into your soul, and Counter Charge (1).”.

He’s the keyword stand trigger from set 7. He is a resource management unit. He has a CONT skill that activates when you achieve Unite, which turns it into a 7k (or more, on Rayguit turns), and after boosting, goes into soul for a CC. He not not only frees up a circle, but he also increases soul. And in this deck, more soul is always good.

G-BT07-015.png

Scarface Lion

[AUTO](RC):[Put this unit into your soul] When your vanguard attacks, if you have a grade 3 or greater vanguard with “Gurguit” in its card name, you may pay the cost. If you do, draw a card, choose one of your vanguards, and it gets [Power]+5000 until end of that battle.

Scarface Lion is the personal trigger for Gurguit, introduced in set 7. Nothing muck to say, pretty generic.

 So, that’s my deck. Your general to go Strides will be :

  • First Stride : Heavenly Law Gurguit.
  • Second Stride : i  : If three or less damage : Glorious Reigning                                                                               ii : If five damage : Radiant Sword Gurguit                                                                                     iii: Any other problem: Heavenly Law Gurguit

So, the deck is mostly autopilot. Now that both the G3s are Gurguit, consistency increases by a tenfold. Be aware that you need not follow this same decklist. As someone once told me :

“Keep trying to find new tricks from your cards. Keep testing. Never, ever, think that you have mastered the deck. If you stop testing, your performance will go down. Also, keep thinking of new combos. You need all your wits to play well.”

So, play well and have fun !

Stand Up, Vanguard

Clan Introduction : G- Murakumo

Murakumo is a ninja clan, originating in the Dragon Empire. It is one of the two ninja clans, the other being Nubatama. Murakumo focuses on cloning units, and get additional benefits for having cards with the same name, much like Neo Nectar, However, this is where the similarity ends. Murakumo focuses on making multiattacks, getting benefits if the opponent guards, which is their keyword, Shadowstitch. It is the ultimate punisher clan, as you either take a damage or guard and have another relay of attacks on yourself.

Murakumo has a lot of good Strides, giving a lot of “final turn” chances. It’s Stride Bearer is Yasuie, which received a powered up form in the latest set.

Pros :

  • Good support, Strides etc. which make the deck fun to use
  • All fun and never-before-seen effects, such as rearguards with twin drive, calling Strides to RC etc.
  • Can make a lot of attacks in a turn, and thus increasing chances to deal damage.
  • Decent power ups.

Cons :

  • Punishes the player if he/she makes a wrong decision, often ending in losing the fight
  • Very technical, hard to grasp unlike the Paladin clans.

So, as stated above, G-Murakumo is your clan-to-play if :

  • You are willing to devote time to learn the cards, and playtest them.
  • You are sure that you can master the clan
  • You like multiattacking clans.

If you have all of the above, feel free to go below and checkout the decklist and important cards.

Beware, wall of text begins …………………

So, you have chosen to use the greatest punisher deck. Please remember to choose your cards well and play the deck carefully, if you do not want to lose.

First, I will begin with the main deck. The main staples of the deck are :

Stealth Rogue of Revelations, Yasuie :

This is the OG Strider, which was in G BT03. His Stride skill lets you clone a rearguard, by calling two more with the same name. The main issue with this skill is that if you are fighting a control deck, you do not always have a rearguard that you can clone. This issue is mainly bad if you are on a Homura Raider turn, due to which you lose the ability to instantly make use of his restanding skills, however, post Set 10, Homura Raider will not see much play. Due to cards such as Yasuie Gouma and Shibarakku Buster, you can survive without using his Stride skill.

His secondary GB2 skill is a once per turn, when you return a card to your deck, you can call it back to a RC. But, as mostly you return things to deck at the end phase, there is a chance of that rearguard being sniped, so you cannot use his Stride skill efficiently.

Another problem with it is that it does not have the clan keyword, Shadowstitch. This means he cannot receive skills, power boosts from Shadowstitch restricted skills. This is fixed to a certain degree with his retrained form, which I will talk about below

Stealth Rogue of the Trial, Yasuie :

So, Yasuie ditched his sword to become an archer ? Not so surprising, if you have read Chrontiger Rebellion’s lore. But, I have to say, he is amazing. His art is ultra cool, and his skill has some major revamps. Why the heck are archers so cool ?!

Continuing to his Stride skill, we see that he only calls one unit and gives a Shadowstitch skill. What’s so special about him, you ask. Well, the fact that he clearly says unit, and not rearguard, is good enough for me. This means, that he can clone himself ! Rejoice ! The control problem is solved !

Er, ehm. Now going to his next skill. It is a Shadowstitch skill, which makes him a lot better than OG Yasuie. He can be fetched of the Stride skill, and it makes sense that is a VC/RC skill. The more surprising thing is that it is not GB restricted, which means that if you go first, you can call a bunch of him and be fine. Now going to his actual skill. It is : draw a card, put a card from your hand into the deck if it’s attack did not hit. Hand filtering is always good : Got a crit that you wanted in your deck ? Get him in the deck with this skill. Got a extremely important loop card ? Do the same. Also, now the deck can use draw triggers, as the deck does not have a draw engine (yet).

So, these are the Grade 3’s of the deck. Honorable mention goes Aragato Spark, but playing both Yasuies for max consistency, as the deck power goes down if you do not have a Yasuie vanguard.

For grade 2’s, we have :

Stealth Rogue of Envy, Ikyuu :

Ikyuu is the new RR G2 from set 10. He is an insta 4-of because of his skills.

His first skill (shadowstitch) is if the attack does not hit, he gives a 2k power boost and the ability to attack from the back row. This is immensely useful during your Tenma turns, and destroys hand. It is definitely important even on other Stride turns.

His second  is a power gaining skill. When called, he gets a +2k boost for every one of your cards with Yasuie. Combining it with Gouma, It is an easy +6k, 8k if you clone the heart. This makes it is easy to reach numbers and attack. What’s more, it is not GB restricted. So you can attack pre Stride as well for okayish numbers.

Stealth Dragon, Yashabayashi :

I know people will disagree with me on this, but Yashabayashi is still a good G2 card and definitely should be played.

The most ticking-off thing is that he costs a SB. Yep, that’s why most people will not run him post Set 10. But he combos amazingly with the new cards and boosts power levels, while also countercharging, which helps during Tenma turns.

His second skill lets him attack from the back row, if you have a Yasuie vanguard. This makes him a lot more versatile in the deck.

Stealth Rogue of Compression, Sarashinahime :

To counter the problem of soulblasting, I have teched in Sarahinahime, or Sara for short. Her first skill lets you soulcharge 1 if you attacked with her to a vanguard, boosted and missed.

Her second skill makes her a 13k attacker by giving a rearguard -5k power. I usually use this on Fugen, and afterwards rest him to return a unit from drop to deck. Sara can easily hit numbers with the +3k Fugen gives.

Now, the Grade 1’s

Stealth Rogue of Concealment, Tanba :

Damn, English Bushi, you really messed up. Who told you that people would rather have shiny troggers instead of useful promos ?!

Rant aside, Tanba is one of the promos in the japanese only “6 pack campaign”.

His skill is that if your unit’s attack did not hit, he gets +3k power. However, this is not the best part of this card. The best part is the cost. For the cost, he returns a card from drop to deck. This is beyond useful in a Tenma turn, as you can potentially have near infinite attacks.

Loveholic Stealth Rogue, Tamanoi :

I have to admit, when she was shown in the anime, I was definitely not excited to put her in the deck. However, animation subs were messed up. After it’s actual reveal, I think it is a good 1-of or 2-of.

Her skill costs a CB & SB. You may think, isn’t that too much for a Quintet Wall ? Well, if you call a unit with the shadowstitch ability, she does get a +5k boost in defense. But the important part is the second skill. All your guardians get the skill that allows them to be returned to deck after the attack. That means, if you intercept with your rearguards, they will just go back to the deck. But, after all, she does not PG the attack, so having the old PGs will synergize with her. Still a one of for me, though.

Stealth Dragon, Onibayashi :

Another utility unit. His skill is : when your unit’s attack does not hit, he gets a skill that is when your unit’s attack hits a vanguard, put him in the soul, CC1 and draw a card. This is useful on Tenma turns and helps create on hit pressure. Also, the CC/SC does not go to waste too.

The G-Zone :

Ambush Demon Stealth Rogue, Yasuie Tenma :

The final finisher of the deck. By persona flipping, he gets a Shadowstitch skill that is not restricted by once per turn. At the end of the battle that your unit attacked a vanguard, if it did not hit, by paying 1 CB, he can call another copy of the card to RC. This is a very powerful skill, which helps when dealing the final damage when your opponent is at five damage.

Rogue Deity of the Third Realm, Yasuie Gouma :

Yes ! Finally, the deck has a good first Stride that sort of enables GB2. By persona flipping himself, he can call upto two face up copies of himself from the G-Zone to RC. This makes it more easy for you to deal damage. His second skill is the the same as Trial Yasuie’s VC/RC skill, only that it is only VC and “when your unit’s attack does not hit the vanguard”. Yay for more hand filtering !

Ambush Demon Stealth Dragon, Shibarakku Buster:

Shibarakku Buster. The card that first introduced the concept of rearguards capable of drive checks. But, he is rather costly. By paying one CB, two SB a discard and returning a card to the deck, he clones a rearguard and gives him the ability to perform drive checks only for the first battle during that turn. By cloning your heart, you can instantly have five drive checks in one turn !

Now that I have explained most parts of the deck, it is now time for the decklist

So, without further ado, here is the decklist for Murakumo !

Grade 0 :

x1 Stealth Demon of Crow Feathers, Fugen (SV)

x4 Stealth Beast, Drench Serpent

x4 Stealth Rogue of Beauty, Agemaki

x4 Stealth Rogue of the Fiendish Blade, Masamura

x4 Stealth Rogue, Hinoekomachi

Grade 1 :

x4 Gateway Stealth Rogue, Ataka

x1 Loveholic Stealth Rogue, Tamanoi

x3 Stealth Beast, Leaves Mirage

x3 Stealth Rogue of Concealment, Tanba

x3 Stealth Dragon, Onibayashi

Grade 2 :

x4 Stealth Rogue of Envy, Ikyuu

x4 Stealth Dragon, Yashabayashi

x3 Stealth Rogue of Compression, Sarashinahime

Grade 3 :

x4 Stealth Rogue of the Trial, Yasuie (Main ride)

x4 Stealth rogue of Revelations, Yasuie

G-Zone :

x4 Ambush Demon Stealth Rogue, Yasuie Tenma

x4 Rogue Deity of the Third Realm, Yasuie Gouma

x1 Ambush Demon Stealth Dragon, Shibarakku Buster

x1 Ambush Demon Stealth Dragon, Onibibu Radar

x2 Ambush Demon Stealth Dragon, Homura Raider f

x2 Ambush Demon Stealth Rogue, Shishiyuzuki

x2 Ambush Demon Stealth Fiend, Hougen Wing

So now, I will explain how your game should go :

  1. Be on your strider (preferably Trial Yasuie)
  2. First Stride : Yasuie Gouma (GB2 enabler)
  3. i. If your opponent is at three-four damge : Stride Shibarraku Buster                              ii. If your opponent is at five damage : Stride Yasuie Tenma

This should be your go to for striding. Now going on to Case Scenarios :

Disclaimer : In no known reality will these skills trigger, or you will get the cards required for this always. These are just scenarios.

Scenario 1 :

You are Striding first, have Ikyuu in hand, 6 cards in hand

  • Stride into Yasuie Gouma.
  • Use the Stride skill to call out another Trial Yasuie.
  • Use Gouma’s skill to call another Gouma.
  • Call Ikyuu from hand to backrow, behind Trial Yasuie.
  • Ikyuu triggers, boosting him to 15k power
  • Switch Trial Yasuie and Ikyuu’s places.
  • Attack with Ikyuu, guarded by a 10k shield
  • Give +2k and back row attack ability to Trial Yasuie, draw a card and return a card to deck with Gouma
  • Attack with Trial Yasuie for 13k
  • Guarded, trigger both Yasuie’s skill to draw 2 return 2
  • Attack with RC Gouma, hits.
  • Attack with VC Gouma, triple drive, hits
  • Turn end by returning Goumas to G Zone, 8 cards in hand.

Scenario 2 :

Have Trial Yasuie as VG, 5 open CB, 5 soul, 6 cards in hand (Ikyuu, Yashabayashi, Onibayashi, Tanba, Stride fodder, PG), GB2 enabled, opponent at 4 damage.

  • Stride into Yasuie Tenma, 5 cards in hand, Fugen in back row, Sara in front row.
  • Clone Sara over Sara with Stride skill. Minus Fugen to +5k Sara.
  • Rest Fugen to return Sara to deck.
  • Call all cards from hand to RC, as shown. SB 1 for Yasha, 4 soul, 1 card in hand

Ikyuu (11k)               Tenma (26k)                Sara (13k)

Yasha (9k)               Tanba(7k)          Onibayashi (7k)

  • Attack with Sara, boosted by Onibayashi (20k), guarded. SC1, Call another Sara over Sara, -5k to Onibayashi, +5k to Sara. Tanba triggers, send Sara to deck for +3k. 4 open CB, 5 soul
  • Attack another time with Sara, hits. CC1/SC1 with Oni. 5 open CB, 6 soul

Ikyuu (11k)                      Tenma (26k)              Sara (13k)(rest)

Yasha (9k)                          Tanba(10k)                 (Open RG)

  • Ikyuu attacks, guarded. Tenma’s skill to call Ikyuu to the open RC. Old Ikyuu gives +2k and attack from back row to new Ikyuu. Tanba triggers, +3k. 4 open CB, 6 soul.

Ikyuu (11k)(rest)                   Tenma (26k)            Sara (13k)(rest)

Yasha (9k)                               Tanba(13k)              Ikyuu (13k)

  • New Ikyu attacks, guarded, gives +2k and attack from back row to Tanba. Tenma calls another Ikyuu over the first Ikyuu. Tanba’s skill, returning Ikyuu and +3k. 3 open CB, 6 soul.

Ikyuu (11k)                         Tenma (26k)                Sara (13k)(rest)

Yasha (9k)                             Tanba(18k)             Ikyuu (13k)(rest)

  • Attack with Yasha, doesn’t hit. Tenma activates, calling new Yasha over the rest Ikyuu. Yasha’s skill, CC1 and  +2k to new Yashabayashi. Tanba triggers, returning Ikyuu to deck. 4 open CB, 5 soul.

Ikyuu (11k)                         Tenma (26k)                    Sara (13k)(rest)

Yasha (9k)(rest)                    Tanba(21k)                         Yasha (11k)

  • New Yasha attacks, doesn’t hit. Tenma calls new Yasha over the Yashabayashi behind Ikyuu. Tanba triggers, +3k and returns Yasha to deck. Yasha triggers, CC1 and +2k to new Yasha. 4 open CB, 4 soul.

Ikyuu (11k)                    Tenma (26k)            Sara (13k)(rest)

Yasha (11k)                    Tanba(24k)             Yasha (11k)(rest)

  • Tenma attacks, unboosted. PG’ed. Stand trigger, all effects to Sara. Tenma triggers calling Trial Yasuie over rest Yasha. Tanba activates, +3k and returning Yasha to deck. 3 open Cb, 4 soul.

Ikyuu (11k)               Tenma (26k)(rest)               Sara (18k)

Yasha (11k)               Tanba(27k)                         Trial Yasuie (11k)

  • Ikyu attacks, guarded, gives Trial Yasuie back row attack and +2k. Tenma activates, calling new Ikyuu over old. Sara attacks, guarded. Tanba’s skill, gets +3k and returns a unit (stride fodder). 2 open Cb, 4 soul.

Ikyuu (13k)                 Tenma (26k)(rest)               Sara (18k)(rest)

Yasha (11k)                      Tanba(30k)                     Trial Yasuie (13k)

  • Yasha attacks, guarded, CC1, gives +2k to Trial Yasuie. Tenma’s skill, replaces Yasha with Yasha. Tanba activates, returns Yasha and +3k. 2 open CB, 3 soul.

Ikyuu (13k)                   Tenma (26k)(rest)                Sara (18k)(rest)

Yasha (11k)                          Tanba(33k)                   Trial Yasuie (15k)

  • Yasha attacks, guarded, CC1 and gives +2k to Trial Yasuie. Tenma’s skill, replaces Yasha with Yasha. Tanba activates, returns Yasha and +3k. 2 open CB, 2 soul.

Ikyuu (13k)                 Tenma (26k)(rest)              Sara (18k)(rest)

Yasha (9k)                      Tanba(36k)                    Trial Yasuie (17k)

  • Trial Yasuie attacks, doesn’t hit, draw 1 & return 1 to deck. Tenma triggers, calling new Trial Yasuie over Sara. 1 open CB, 2 soul.

Ikyuu (13k)             Tenma (26k)(rest)          Trial Yasuie (11k)

Yasha (9k)                   Tanba(39k)              Trial Yasuie (17k)(rest)

  • New Trial Yasuie attacks, guarded. Tenma’s skill to call another Trial Yasuie over previous rest Yasuie. Tanba’s skill to return Yauie to deck. Yasuie’s draw one, return 1 to deck. 0 open CB, 2 soul.
  • Ikyuu attacks, misses, gives +2k and back row attack to new Yasuie.Tanba’s skill to recycle Yasuie.

Ikyuu (13k)(rest)            Tenma (26k)(rest)            Trial Yasuie (11k)(rest)

Yasha (9k)                                 Tanba(45k)             Trial Yasuie (13k)

  • Yasha attacks, doesn’t hit, CC1 & +2k to Trial Yasuie. Tenma’s skill to call new Yasha over previous. Tanba’s skill to recycle. 0 open CB, 1 soul.

Ikyuu (11k)(rest)              Tenma (26k)(rest)             Trial Yasuie (11k)(rest)

Yasha (9k)                                  Tanba(48k)                Trial Yasuie (15k)

  • Yasha attacks, doesn’t hit, CC1 and +2k to Trial Yasuie. Tenma’s skill to call another Yasha over Yasha. Tanba’s skill to return Yasha to deck. 0 open CB, 0 soul.

Ikyuu (11k)(rest)        Tenma (26k)(rest)    Trial Yasuie (11k)(rest)

Yasha (9k)                          Tanba(51k)             Trial Yasuie (17k)

  • Tanba attacks for 51k , and Trial Yasuie attacks for 17k.
  • Turn end.

So, this is the ultimate turn ! For your opponent to survive this, he needs atleast 131k guard and a PG, or 162k guard.

So this my clan intro for Murakumo. Hope you like it !

Stand up, Vanguard !

[Decklist] Brave Altmile

So. break’s started and I tested out more Brave stuff. This is my new deck. This deck focuses a bit bouncing cards to hand

Staples :

g-chb01-005

Knight of Heavenly Decree, Altmile

[AUTO](VC) Generation Break 2 Brave (This ability is active when you have three or less cards in your hand):When this unit attacks, choose up to five of your rear-guards, and they get [Power]+4000 until end of turn.
[AUTO](VC):At the beginning of your ride phase, choose up to one card from your hand, call it to (RC), and that unit gets [Power]+4000 until end of turn.
[AUTO](VC):During your turn, when your G unit Stride, choose up to one card from your hand, call it to (RC), choose one of your units with the brave ability, and it gets [Power]+4000 until end of turn.

  Heavenly Decree is the deck’s new MVP. He also has Brave. Makes triggering Brave easier, also is tad better than the OG Altmile. His On-stride is free, which helps the deck a lot, because previously, Altmile ate CBs like crazy.

Run him at 4

JPN Price : 2000 yen RRR; 4000 yen SP

Nope, not free of cost. Good backups to him are Orhan and OG Altmile. Run Orhan at 3 in a pure Brave build; OG at 4 in any Altmile deck.

G-CHB01-001-SGR.png

Holy Dragon, Brave Lancer Dragon

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO](VC) Generation Break 3:[Counter Blast (1)] When this unit attacks, you may pay the cost. If you do, search your deck for up to three cards with the brave ability, call them to separate (RC), shuffle your deck, choose a card from your hand for each called unit, and discard it. (If your hand has less cards than the called number, discard all of them)
[AUTO](VC) Brave (This ability is active when you have three or less cards in your hand):When your unit attacks, that unit gets [Power]+3000 until end of that battle.

Brave Lancer. The best finisher of this deck. I run 2 of this guy, 1 as a second Stride (Airmile first) and other as a game ender. Normally, I never go into my second Brave Lancer, the first itself is very dangerous, if not game ending. Also you wouldn’t wanna have any cards in hand before this guy attacks, Shion-style. I mostly use Powercharge to bind my whole hand, or call my good cards on the field. Also, turns 9k attackers in to 12k attackers, and that’s without any boost or skills.

Definitely advise running 2 of him, 1 if budget.

JPN Price : 1000 yen GR; 1600 yen SGR

He’s not that costly. Actually, he’s the most usable of the 3 GRs. Inverno is more costly cause of waifu tax.

G-CHB01-045.png

Hopesong Angel

[AUTO]:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (VC) or (RC), you may pay the cost. If you do, search your deck for up to one card with the brave ability, call it to (RC), and shuffle your deck.

Hopesong Angel is the best early game option this deck has. With him you can call Heavenly Decree to toy with you opponent. Also, he absolutely loves being my G2 ride. I run 2 of him.

JPN Price : 20 yen C

You can also have Starlight Violinist, because he is restricted to Brave calls only.

G-BT08-S14.png

Aerial Divine Knight, Altmile

[Stride] (Released when both players’ vanguards are grade 3 or greater!)-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[AUTO]:[Choose a face down card named “Aerial Divine Knight, Altmile” from your G zone, and turn it face up] When this unit is placed on (VC), you may pay the cost. If you do, until end of turn, this unit gets “[CONT](VC):All of your units in your front row get [Power]+3000.”. Then, if the number of face up cards in your G zone is 2 or more, search your deck for up to one grade 2 card, call it to (RC), shuffle your deck, and that unit gets [Power]+5000 until end of turn.

Airmile is the number one option for a first stride. Sure, you lose out on the call and +5k, but your front row gets bumped up by 3k, right ? Also enables GB2 on first Stride, triggering Redon. I mostly Stride him first, then proceed into Brave Lancer to finish games. Run him at 4.

JPN Price : 1600 yen RRR; 1800 SP Set 8

G-CHB01-012.png

Knight of Ambuscade, Redon

[CONT](RC) Generation Break 2 Brave (This ability is active when you have three or less cards in your hand):During your turn, all of the other units in your front row get [Power]+3000.
[AUTO]:When this unit is placed on (RC) due to an effect from cards, if you have a vanguard with “Altmile” in its card name, this unit gets [Power]+3000 until end of turn. Then, if you have a face up card in your G zone, choose a card from your hand, and you may discard it. If you do, this unit gets “boost” until end of turn.

Redon. What can I say about this card. Simply good. A continuous 3k boost to the front row, for free ?! Yeah, he requires GB2 and Brave, but thats easy now. He can also be called to the back row, and gets boost for a discard, if there is a face up card in the G Zone. I really think that he should have been the RRR instead of Albion, but him being RR makes him cheaper

JPN Price : 200 yen RR

Alectos synergizes well with him, making brave active at all times.

Running 3 because of space issues.

G-TD11-010.png

Support Warlock of Damascus

[AUTO](RC) Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone) Brave (This ability is active when you have three or less cards in your hand):[Retire this unit] At the end of your turn, you may pay the cost. If you do, draw a card, and Counter Charge (2).

The only means of countercharging in this deck, this card is a must. Run  2.

JPN Price : 150 yen

Don’t like that she retires herself.

Decision Time :

Starters :

   Resurgent Knight, Stius                        Marubaru                      Knight of Discipline, Alectos

Resurgent Knight, Stius:

[AUTO]:Forerunner
[ACT](RC) Generation Break 1 Brave (This ability is active when you have three or less cards in your hand):[Put this unit into your soul] Choose up to one of your other rear-guards, until end of turn, that unit gets [Power]+5000, and “[AUTO](RC):At the end of your turn, return this unit to your hand.”

Stius has Brave, can bounce cards like PGs to hand. Cost-efficient, builds up soul. Overall a good unit.

JPN Price : 50 yen

Marubaru :

[AUTO]:Forerunner
[CONT](RC) Generation Break 1 Brave (This ability is active when you have three or less cards in your hand):This unit gets [Power]+3000 for each of your other rear-guards with the brave ability.

Marubaru is the new starter from the set. Occasionally, I find myself using him a lot. If each of your rearguards are Brave units, he gets whooping 12k boost, making him a 16k booster. However, Stius is far better than him.

JPN Price : 20 yen

( Just look at his small wings and feet )

Knight of Discipline, Alectos :

[AUTO]:Forerunner (When a unit of the same clan rides this unit, you may call this unit to (RC))
[AUTO](RC) Generation Break 1 (Active if you have one or more face up G units in total on your (VC) or G zone):[Counter Blast (1) & Put this unit into your soul] At the beginning of each battle phase, you may pay the cost. If you do, draw a card, and the brave ability of your cards will be always active until end of turn.
[ACT](RC) Brave (This ability is active when you have three or less cards in your hand):[[Rest] this unit] Choose one of your units, and it gets [Power]+3000 until end of turn.

Alectos is the new TD starter. He is good, cause he enables Brave all time. But it’s skill activates at the start of the battle phase. That means, you can’t activate main phase skills. He is good for CONT effects such as Redon. But he costs a CB. And in this deck, you can easily run out of CBs easily.

You can use any of the three starters, it’s up to personal choice. However, as this deck focuses a bit on bouncing cards, Stius is the better starter.

Backup G3 :

Blue Sky Knight, Altmile                                     Model Knight Orhan

Blue Sky Knight, Altmile :

[CONT](VC) Generation Break 2:During your turn, all of your units in your front row get [Power]+5000.
[AUTO](VC):[Counter Blast (1)] During your turn, when your G unit Stride, you may pay the cost. If you do, choose up to two cards from your hand, call them to separate (RC), choose up to two of your units, and those units get [Power]+5000 until end of turn.

OG Altmile. Run him for consistency. Altogether, he is not a bad unit, cause there’s not much difference between OG and Heavenly Decree, only this guy costs a CB.

Model Knight, Orhan :

[CONT](VC) Generation Break 1 Brave (This ability is active when you have three or less cards in your hand):All of the units with the brave ability in your front row get [Power]+3000.
[AUTO]:[Counter Blast (1) & Soul Blast (1)] When this unit is placed on (VC), you may pay the cost. If you do, look at five cards from the top of your deck, search for up to one card with the brave ability from among them, reveal it to your opponent, put it into your hand, and shuffle your deck.

Orhan is a good Brave unit. However, in an Altmile deck, you lose consistency if you misride this guy, as the Altmile name is required now. But, in a pure brave deck, he is good.He is a 14k vanguard on your opponents turn.

Definitely run Altmile, he is not a bad ride and guarantees that your G3 ride will be an Altmile.

Perfect Guards :

        Holy Knight Guardian              Security Knight, Regius                      Hope Keeper

Holy Knight Guardian :

[CONT]:Sentinel (You may only have up to four cards with “[CONT]:Sentinel” in a deck)
[AUTO]:[Choose a card from your hand, and discard it] When this unit is placed on (GC) from hand, you may pay the cost. If you do, choose one of your vanguards that is being attacked, and that unit cannot be hit until end of that battle. Then, if there is a card named “Holy Knight Guardian” in your drop zone, choose a card from your damage zone, and turn it face up.

Holy Knight Guardian is the standard CC PG if there is another copy in the drop. Switch to it if you have problems managing resources. However it can be a bit slow, as you need to PG twice if you want to use her skill.

Security Knight, Regius :

[CONT]:Sentinel
[AUTO]:[Choose a card from your hand, and discard it] When this unit is placed on (GC) from hand, you may pay the cost. If you do, choose one of your units that is being attacked, and it cannot be hit until end of that battle.
[AUTO] Generation Break 2 Brave (This ability is active when you have three or less cards in your hand):When this unit is placed on (GC), if you have a vanguard with “Altmile” in its card name, Soul Charge (1). Then, if the number of cards in your hand is one or less, choose one of your units that is being attacked, and it cannot be hit until end of that battle.

Regius is the new PG introduced in the character booster. Great card, gives a soulcharge when in Brave (and, the soulcharge is necessary in the deck) and can potentially nullify an attack for free if you have 1 or less card in hand. Also it can counter VMAX, as well as Kaiser decks. Nothing more to be said.

Hope Keeper :

[CONT]:Sentinel
[AUTO]:[Choose a card from your hand, and discard it] When this unit is placed on (GC) from hand, you may pay the cost. If you do, choose up to one of your vanguards that is being attacked, and that unit cannot be hit until end of that battle.
[AUTO] Generation Break 1 Brave (This ability is active when you have three or less cards in your hand):When this unit is placed on (RC), until end of turn, this unit gets [Power]+2000, and “[AUTO](RC):[Counter Blast (1)] At the end of your turn, you may pay the cost. If you do, return this unit to your hand.”.

Hope Keeper is also another PG. For a CB, it can bounce to hand, and as this is the purpose of the deck, she is a definite must

So, my PGs will be : 2 Regius and 2 Hope Keeper, so that I can tutor Hope Keeper if required, and bounce it to hand. Regius is my emergency guard, when I lose my hand against any opponent.

So, my decklist is :

Grade 0 :

x1 Resurgent Knight, Stius (SV)

x4 Knight of Flash

x4 Bringer of Dreams, Belenus

x4 Sarugal

x4 Knight of Pretty Sword
Grade 1 :

x4 Laurel Knight, Sicilus

x2 Knight of Powercharge

x2 Security Knight, Regius (PGG)

x2 Hope Keeper (PGG)

x2 Support Warlock of Damascus

Grade 2 :

x3 Knight of Ambuscade, Redon

x2 Counteroffensive Knight, Suleiman

x2 Knight of Flight, Danius

x2 Hopesong Angel

x2 Flying Swallow Knight, Claus

x2 Knight of Cast

Grade 3 :

x4 Knight of Heavenly Decree, Altmile (Main Ride)

x4 Blue Sky Knight, Altmile (Backup VG)

G-Zone :

x2 Blazing Sword, Fides

x2 Divine Knight of Godly Defense, Igraine (G-Guardian)

x1 Divine Knight of Lore, Selfes

x2 Holy Dragon, Saintblow Dragon (GB2 enabler)

x2 Holy Dragon, Brave Lancer Dragon (Finisher)

x2 Holy Dragon, Laserguard Dragon

x4 Aerial Divine Knight, Altmile (GB2 enabler and first Stride)

x1 Transcending the Heavens, Altmile (Secondary Finisher)

You should mostly go in for Heavenly Decree as your main ride, cause he’s free . First Stride either Saintblow or Airmile, for instant access to Redon or Regius. As a finisher, use Fides, Transmile or the great Brave Lancer.

Tips for a Brave Lancer Turn :

  • Use Powercharge to bind a big hand before attacking with Brave Lancer, to maximize potential.
  • Also, avoid Suleiman’s skill, as well as Redon’s , as they both discard from hand, and thus do not synergize well with Brave Lancer. Mostly use Claus for onhit bounce pressure, Danius for a brave strike (gets +1k for each brave unit) or even Knight of Cast for a boosted attack strength.

Alternative cards :

  • Instead of Knight of Cast, you can use Albion, as he can also bounce cards to hand. But Albion does not have Brave, and he also costs a SB. Up to personal preference
  • Escort Eagle is also good against control decks, but you will hardly have cards on RC if you play this deck, though.

That’s all for my decklist

Thanks for reading !