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Cardfight!! Vanguard
latest comments about Cardfight!! Vanguard
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Royal Paladin(Old Version) Cardfight!! Vanguard In the discussion on the Deck "Royal Paladin(Old Version)" by astrorm Brunei (Darussalam) send message
kirito5ao Premium Member United States
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Barcgal is banned as starting vanguard. You need to switch starters
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Posted: August 30, 2015 07:46 am
 
Black Shiver, Gabriel Cardfight!! Vanguard In the discussion on the Card Review for "Black Shiver, Gabriel" by baron Miembro Premium Indonesia send message
kaichisendou Premium Member India
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Would you mind if i throw this review away (/-.-#)/
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Posted: August 30, 2015 07:38 am
 
Limitless Revenger Floid V1.97 Cardfight!! Vanguard In the discussion on the Deck "Limitless Revenger Floid V1.97" by baron Miembro Premium Indonesia send message
blackwinddragon United States
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it just doesnt seem consistent enough to be completely viable, if ihad to make any suggestions (take them as you will) it would be changes like this:
1)take out the second judgebau, its just taking up space (even if you keep it, the second one needs to be formated to already be in the main deck, the max cards in G-zone is 9 if you include the starter)
2)Add a 4th Perfect guard. running perfect guards at 3 is never a good idea. you could even take it a step further and replace Mac Lir with Karma Collectors for the damage unflip, even though Karma Collector is not a revenger
3) Running blaster dark revenger, and running tartu's together is to many high cost cards, and without a counter charger, the number of times you can use dragruler's limit break gets limited.
4) the random 1 skull witch nemain doesnt do anything except eat up your counterblast which again, your going to need for later
5) if you want to run a legion, run a legion. more Specifically, run the Abyss Legion. blaster Dark revenger Abyss may only work as a RG, but he's only 1 counterblast and can retire grade 1 or less, so knocks out starters and anything without resist in the backrow
6) Glonn is not needed, especially not needed at 4. it eats away at the soul which hurts cross rides.
7)Aurageyser and Aurageyser Doomed do not need to both be run at 4. when you stride aurageyser dragon first, its skill uses one of itself. Aurageyer Doomed also gets rid of Aurageyser dragon, so after 2 strides with him, you cant pay the cost again.

maybe a consistent build would look like this, take it what you may, use it if you wish, modify it how you like
Grade 0: Judgebau revenger x1, 8 Critical triggers, 4 Draw Triggers, 4 heal triggers. Grade 1: Tempting Revenger, Finneas x4, Karma Collector x4, Sharp Point Revenger, Shadow Lancer x4, Black-Winged SwordBreaker x2 Grade 2: Overcoming Revenger, Rukea x4, Blaster Dark Revenger Abyss, x4, Willy Revenger, Mana x3 Grade 3: Illusionary Revenger, Modred Phantom x3, Revenger, Dragruler Phantom x3, Revenger, Phantom Blaster Dragon Abyss x2. Grade 4(G-Units): Supremacy Black Dragon, Aurageyser Dragon x3, Supremacy Black Dragon, Aurageyser Dragon x1, Dark Dragon, Phantom Blaster Diablo x2, True Revenger, Dragruler Revenant x1 and Dark Knight, Grim Recruiter x1
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Posted: August 30, 2015 04:50 am
 
Ice Prison Necromancer, Cocytus (Break Ride) In the discussion on the Dream Card "Ice Prison Necromancer, Cocytus (Break Ride)" by kaichisendou Miembro Premium India send message
kaichisendou Premium Member India
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quote from ironhart:

Ah, my mistake. Hadn't properly read Ghoul Dragon.

And fair enough. I thought the point of dream cards was to create your own cards that would theoretically integrate with the main game, and use its ruleset and design guidelines. Never mind then.


So would you re rate the card? That would be good. Thank you.
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Posted: August 29, 2015 07:05 am
 
The Possibilties Be Limitless! Cardfight!! Vanguard In the discussion on the Deck "The Possibilties Be Limitless!" by vector United States send message
paladin_doctor United States
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The thing is, if you use Timepiece, it isn't certain that you'll get a G3 in just 5 cards. I've seen people wiff that same skill millions of times. Gunnergear is a sure way to get the exact G3 you need to your hand.
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Posted: August 28, 2015 04:36 pm
 
Ice Prison Necromancer, Cocytus (Break Ride) In the discussion on the Dream Card "Ice Prison Necromancer, Cocytus (Break Ride)" by kaichisendou Miembro Premium India send message
ironhart United Kingdom
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Ah, my mistake. Hadn't properly read Ghoul Dragon.

And fair enough. I thought the point of dream cards was to create your own cards that would theoretically integrate with the main game, and use its ruleset and design guidelines. Never mind then.
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Posted: August 27, 2015 10:20 am
 
Ice Prison Necromancer, Cocytus (Break Ride) In the discussion on the Dream Card "Ice Prison Necromancer, Cocytus (Break Ride)" by kaichisendou Miembro Premium India send message
kaichisendou Premium Member India
Avatar for kaichisendou

quote from ironhart:

First of all, glad to see Granblue getting some love. Best of hopes for GBT-05.

I have a few issues with this one. Break rides very rarely get ACT abilities (never mind ones as silly as this one) and are usually confined to a small power gainer skill in the meantime. With access to such cheap resurrection, it's a little pushed, especially since nowhere else in Granblue can do that so freely and so unconditionally.

There are also a few textual ambiguities, primarily "each cards placed from drop zone" That needs both a time frame (this turn, or by this effect, or whatever) and something to help memory issues with. Otherwise you'd be filled with complaints in official games of people "miscounting" their called units. But whatever. It really needs to be written out a bit more fluently though.

"...choose one of your opponent's rearguards for each unit placed on RC from your drop zone this turn..."

Also? Granblue. Do not. Retire. This is outclassing bloody KAGERO in the retire stakes. You clock significant advantage by calling for a minimal cost and then get free retires on top of that, all for the low, low cost of CB1. Imagine if Kagero got a unit that said:

"CB2: Call two units from your drop zone to RC, and retire up to three of your opponent's rearguards."

That's this skill at low efficiency reflected in the clan that actually retires. If you saw that card, you'd cry "Kagero don't get to resurrect!" and also would probably call them out on the mad +5 the unit just got. That skill is not only ludicrous, but breaks Granblue's niche in half and allows them to steal the niche of the dragon clans in a way that's better than they have! If you must keep it, limit it to 1/turn. That's enough for a skilled player to boardwipe with.

...despite all this, it's above the quality threshold of a lot of this stuff. Have a play with it and try and keep it in-clan.

Oh my this is Dream Card not a real card okay? Also Granblue does have the skills to retire your opponents rear guard, you wanna go and check again?
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Posted: August 27, 2015 05:30 am
 
Ice Prison Necromancer, Cocytus (Break Ride) In the discussion on the Dream Card "Ice Prison Necromancer, Cocytus (Break Ride)" by kaichisendou Miembro Premium India send message
ironhart United Kingdom
Avatar for ironhart
First of all, glad to see Granblue getting some love. Best of hopes for GBT-05.

I have a few issues with this one. Break rides very rarely get ACT abilities (never mind ones as silly as this one) and are usually confined to a small power gainer skill in the meantime. With access to such cheap resurrection, it's a little pushed, especially since nowhere else in Granblue can do that so freely and so unconditionally.

There are also a few textual ambiguities, primarily "each cards placed from drop zone" That needs both a time frame (this turn, or by this effect, or whatever) and something to help memory issues with. Otherwise you'd be filled with complaints in official games of people "miscounting" their called units. But whatever. It really needs to be written out a bit more fluently though.

"...choose one of your opponent's rearguards for each unit placed on RC from your drop zone this turn..."

Also? Granblue. Do not. Retire. This is outclassing bloody KAGERO in the retire stakes. You clock significant advantage by calling for a minimal cost and then get free retires on top of that, all for the low, low cost of CB1. Imagine if Kagero got a unit that said:

"CB2: Call two units from your drop zone to RC, and retire up to three of your opponent's rearguards."

That's this skill at low efficiency reflected in the clan that actually retires. If you saw that card, you'd cry "Kagero don't get to resurrect!" and also would probably call them out on the mad +5 the unit just got. That skill is not only ludicrous, but breaks Granblue's niche in half and allows them to steal the niche of the dragon clans in a way that's better than they have! If you must keep it, limit it to 1/turn. That's enough for a skilled player to boardwipe with.

...despite all this, it's above the quality threshold of a lot of this stuff. Have a play with it and try and keep it in-clan.
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Posted: August 27, 2015 05:02 am
 
Shadow Gold Paladin 2 Cardfight!! Vanguard In the discussion on the Deck "Shadow Gold Paladin 2" by xten United States send message
paladin_doctor United States
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Your deck is 1 card short. It's technically illegal as is.
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Posted: August 25, 2015 02:56 pm
 
Hellfire Seal Dragon, Blockade Inferno Cardfight!! Vanguard In the discussion on the Card "Hellfire Seal Dragon, Blockade Inferno"
rexfire United Kingdom
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I REALLY need this card for my seal dragon deck, Anyone trade it for something?
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Posted: August 24, 2015 08:34 am
 
Invincible, Invicible In the discussion on the Dream Card "Invincible, Invicible" by baron Miembro Premium Indonesia send message
baron Premium Member Indonesia
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Dark phoenix, it is a joke / just for fun dream card :3 not a real card xD
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Posted: August 24, 2015 07:56 am
 
Star vader Ultra Legion Lock Cardfight!! Vanguard In the discussion on the Deck "Star vader Ultra Legion Lock" by mawilemaster Bangladesh send message
mawilemaster Bangladesh
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quote from seeker39:

1. Star-vader, Venom Dancer 2. Star-vader, Sword Viper

Maybe this Legion could replace Garnet Star.This will help since striding Big crunch will make two omega lock.After Stride,Venom dancer skill lock another and you could use Robin knight to lock two more making all rearguard stand.This is just a suggestion but if you like you could try

ok i will try
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Posted: August 23, 2015 02:55 am
 
Star vader Ultra Legion Lock Cardfight!! Vanguard In the discussion on the Deck "Star vader Ultra Legion Lock" by mawilemaster Bangladesh send message
mawilemaster Bangladesh
Avatar for mawilemaster

quote from seeker39:

1. Star-vader, Venom Dancer 2. Star-vader, Sword Viper

Maybe this Legion could replace Garnet Star.This will help since striding Big crunch will make two omega lock.After Stride,Venom dancer skill lock another and you could use Robin knight to lock two more making all rearguard stand.This is just a suggestion but if you like you could try

ok i will try
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Posted: August 23, 2015 02:54 am
 
Blaster Blade Burst Mode! Cardfight!! Vanguard In the discussion on the Deck "Blaster Blade Burst Mode!" by dragofan21 United States send message
battleblaze50 India
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Nice one...but will it be able to beat a Tsukiyomi deck (OTT)?

Sorry, not judging you or your deck, just trying to emphasize on the chances of this deck beating a well-founded OTT.
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Posted: August 23, 2015 02:14 am
 
Star vader Ultra Legion Lock Cardfight!! Vanguard In the discussion on the Deck "Star vader Ultra Legion Lock" by mawilemaster Bangladesh send message
seeker39 Malaysia
Avatar for seeker39
1. Star-vader, Venom Dancer 2. Star-vader, Sword Viper

Maybe this Legion could replace Garnet Star.This will help since striding Big crunch will make two omega lock.After Stride,Venom dancer skill lock another and you could use Robin knight to lock two more making all rearguard stand.This is just a suggestion but if you like you could try
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Posted: August 23, 2015 12:41 am
 
Star vader Ultra Legion Lock Cardfight!! Vanguard In the discussion on the Deck "Star vader Ultra Legion Lock" by mawilemaster Bangladesh send message
mawilemaster Bangladesh
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want to see this deck in action vs a very good player check it i am 100% sure you will love it after seeing it how i played with this deck even with a bad starting hand
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Posted: August 23, 2015 12:40 am
 
Angel feather Cardfight!! Vanguard In the discussion on the Deck "Angel feather" by raiyo92 United States send message
kirito5ao Premium Member United States
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A main deck is to consist of 50 cards (16 triggers) you need to take 3 cards out of the deck
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Posted: August 22, 2015 05:59 pm
 
royal paladins arise Cardfight!! Vanguard In the discussion on the Deck "royal paladins arise" by deadman Canada send message
kirito5ao Premium Member United States
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Since your starter is in the G Zone your main deck should have 49 cards in it not 50. You need to take 1 card out of the main deck
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Posted: August 22, 2015 01:44 pm
 
Enigman work together Cardfight!! Vanguard In the discussion on the Deck "Enigman work together" by bfjr89 United States send message
kirito5ao Premium Member United States
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G Units/G Zone do not count as the main deck. You need to add another 8 cards to the main deck to make this deck legal
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Posted: August 22, 2015 01:27 pm
 
gears of space and time Cardfight!! Vanguard In the discussion on the Deck "gears of space and time" by hakemaitonga New Zealand send message
kaichisendou Premium Member India
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G zone should only contain 8 G units, but you have more than that, so please remove those g units.
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Posted: August 21, 2015 11:35 pm
 
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