Thursday 10 May 2012

[Vanguard Review] - Pirates of Granblue



Hey! Wisel here! I'm be doing a Vanguard review with Granblue!

I started Vanguard with Granblue as my very first clan. Like not like many other players.

Why did I choose this clan?

Well I'll been playing zombie types monster in other TCG such as Duel Masters and Yu Gi Oh.


Granblue is a very unique clan in Vanguard as it has its own playstyle which is reviving units and swapping units. It's field control.


Granblue was first introduce in BT01 with only a few cards then more cards in BT02 making it possible to form a full deck. The set was not bad for the time being but it couldn't keep up for long.

Finally BT06 release! With more cards and improved versions of old cards too.

(I won't cover all Granblue cards)





I'll start of with the 3 starting Vanguard of Granblue,




1. Guiding Zombie
[A]: When you ride a ::Grand Blue:: onto this Unit, you may call this card as a (R).
[S] [(R)]: [Move this Unit to your Soul]: Move the top 3 cards of your Deck to the Drop Zone.

The classic starter of Granblue,

Good points: +1 Soul (For effects like Basskirk), Doesn't require a counterblast for moving it to soul.

Bad points: Moving the top 3 cards of your Deck to the Drop Zone. You might waste your triggers and you might not drop the cards you want.





2. Skeletal Charging Captain
[A]: When another ::Granblue:: Rides on this, you may call this to (R).
[S] [(R)]: [Counterblast: (1), Put this in Soul] Look at up to 5 cards from top of your Library and search for up to 1 Grade 3 or higher ::Granblue::, reveal it, and put it in your hand. Shuffle your Library.

The new standard starting Vanguard for the new clans,

It helps you to get a Grade 3 and you will love to have souls for using the effects of the new GranBlue cards such as Deadly Spirit etc.

You won't want this staying on the field for too long as it's only a 4k. Not very good for boosting a unit.




3. Captain Nightkid
[A]: When another ::Granblue:: Rides on this, you may call this to (R).
[S] [(R)]: [Counterblast: (1), Put this in Soul] Look at up to 10 cards from top of your Library and search for up to 1 ::Granblue::, and put it in the Drop Zone. Shuffle your Library.

The new starting Vanguard only for GranBlue,

With its effect you can do a "perfect" drop, This starting Vanguard makes superior rides easier for GranBlue compared to Chappie The Ghost.

You can drop cards like Captain Nightmist or Deadly Spirit too plus you gain a soul for your Vanguard but it requires a counterblast to do the effect.



Superior Rides,




1. Monster Frank
[S] [Drop Zone] [Counterblast: (3)] If your Vanguard is Grade 2, Ride this card.


This card... is crap,

You won't like to use up 3 counterblast just to ride this card.
You might not even have 3 damage at the point of the game when you ride a Grade 2.
It's a rare so players who wants to make a budget deck can go for this.





2. Spirit Exceed
[S] [Drop Zone]: [Put a "Samurai Spirit" and a "Knight Spirit" from (R) to Soul] If you have a Grade 2 or higher Vanguard, Ride this.


With Captain Nightkid, This superior ride becomes easier but still you must the require cards too. I had personally tried it out with Nightkid and it works like a charm most of the time. This superior ride adds on souls too. Souls for performing Basskirk's effect and some other cards like Dancing Cutlass etc.




3. Deadly Sword Master
[C] [(V)/(R)]: If you have a non-::Granblue:: Vanguard or Rearguard, this gets -2000 Power.
[S] [Drop Zone]: [Choose a "Deadly Spirit" and a "Deadly Nightmare" each in your (R) and Retire them] If you have a Grade 2 or higher ::Granblue:: vanguard, Ride this.


Cool eh? It's the newer version of Spirit Exceed. It doesn't provide you with souls but it has the base power of 11k.
It is the only Grade 3 11k unit for Granblue, Which Granblue really needs.
Same as Spirit Exceed it doesn't have any effects besides superior riding.





4. Skeletal Demonic God Statue
(Ice Prison Necromancer, Kokyutos Ride Chain)
[A] [(V)]: [Discard a ::Granblue:: from your hand to the Drop Zone] At the start of your Ride Phase, if your Opponent has a Grade 2 or higher Vanguard, you may pay cost. If so, you may choose a "Skeletal Knight of Hades" in your Drop Zone and Ride it. If you Ride this way, you cannot Normal Ride this Ride Phase.

~Read Below~


Skeletor Knight of Hades
(Ice Prison Necromancer, Kokyutos Ride Chain)
[A] [(V)]: [Discard a ::Granblue:: from your hand to the Drop Zone] At the start of your Ride Phase, if your Opponent has a Grade 3 or higher Vanguard, you may pay cost. If so, you may choose an "Ice Prison Necromancer, Kokyotos" in your Drop Zone and Ride it. If you Ride this way, you cannot Normal Ride this Ride Phase.

The graveyard riding for Granblue it's not really that good. As you need some cards to be in the drop zone. The graveyard riding can only work properly if your opponent goes first or if your opponent does a superior ride. Also, it doesn't add up your base power unlike the Ride Chain of Shadow Paladin.


Key Cards.





1. Deadly Spirit
[S] [Drop Zone]: [Soulblast: (2), Choose 1 of your Grade 1 or higher ::Granblue:: Rearguards and Retire it] If you have a ::Granblue:: Vanguard, Call this to (R).

Many of you should know Captain Nightmist, Well this is the newer version of it. By using soulblast instead of counterblast. It has a base power of 9k so it is much better compared to Nightmist.
What's the point of calling it back to the field?
It's a Grade 2 so it can intercept. You can swap it out with Grade 3 on field even though a Grade 3 has a base power of 10k, it is better to have a Grade 2 on the field for defense.




2. Deadly Nightmare
[S] [Drop Zone]: [Soulblast: (2), Choose 1 of your ::Granblue:: Rearguards and Retire it] If you have a ::Granblue:: Vanguard, Call this to (R).

Just like Samurai Spirit ,It's the soulblast version it. This card becomes very important if you have no Grade 1 on field and your hand is full of Grade 2 and 3. You can call a Grade 2 or 3 and swap it out using effect providing you with a boost for a unit. It is not advised to swap a Grade 0 Trigger for it as you will waste a guard.























3. Ruin Shade
[A] [(V)/(R)]: [Put the top 2 cards of your Library to the Drop Zone] When this attacks, if you have a ::Granblue:: Vanguard, you may pay cost. If you do, this gains +2000 Power for that battle

All Granblue decks must have this card. It is a base 9k power card but it can rise up to 11k power by its own effect, You can hit a 11k Vanguard with this.





4. Ice Prison Necromancer, Kokyutos
[A] [(V)] [Limit Break: (4)] (Active when there are 4 or more cards in your Damage): When this attacks Vanguard, this gains +5000 Power for the battle.
[A]: [Counterblast: (2)] When this is placed to (V), you may pay cost. f so, choose a ::Granblue:: in your Drop Zone and call it to an (R).


The Limit Break for Granblue. It is a better version of Witch Doctor of the Abyss, Negromarl as it has a base power of 10k and an additional Limit Break.
A standard Limit Break and counterblast for a unit just like Garmal of Golden Paladin. Calling a unit with the counterblast helps to save your handsize.




I been playing Granblue for a long time and I'm glad that Bushiroad release a new set of cards for Granblue in BT06, It helps Granblue to be able to keep up with the current meta decks and also more possible decks.
I'll end this off by showing you my favourite Granblue card and that is.....





Doctor Rogue!

She is so hot!





"For Granblue, the graveyard is like a bed" - Wisel







Disclaimer - The translation of the cards came from Heartofthecards.com

Bushiroad owns Vanguard not me, duh.