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Cardfight!! Vanguard
latest comments about Cardfight!! Vanguard
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Page 8 of 735 Pages: Previous   <<... 3  4  5  6  7  [8]  9  10  11  12  13  ...>>   Next
Kagero Deck Cardfight!! Vanguard In the discussion on the Deck "Kagero Deck" by leos52 Philippines send message
fireefur United States
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You're supposed to have exactly 50 cards in your main deck.
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Posted: September 14, 2017 09:25 pm
 
Gold Paladin Starter Cardfight!! Vanguard In the discussion on the Deck "Gold Paladin Starter" by micahlam14 United States send message
kirito5ao United States
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Seeker, Loving Healer is a Royal Paladin card NOT a Gold paladin card
You need to take it out and replace it with a gold paladin heal trigger
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Posted: September 14, 2017 08:30 am
 
Bare your Chronofangs! Cardfight!! Vanguard In the discussion on the Deck "Bare your Chronofangs!" by segavscapcom United States send message
dranzerx Premium Member United Kingdom
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Steam Battler, Ur-Watar is restricted to a maximum of 1 copy, so you need to take three copies of that card out.
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Posted: September 13, 2017 10:35 am
 
Gold Paladin Starter Cardfight!! Vanguard In the discussion on the Deck "Gold Paladin Starter" by micahlam14 United States send message
dranzerx Premium Member United Kingdom
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A main deck must have exactly 50 cards or 49 if your starter is in your g zone, so you need to add 4 more cards
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Posted: September 13, 2017 10:32 am
 
ninja Cardfight!! Vanguard In the discussion on the Deck "ninja" by spary United States send message
drexel United States
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Why use three ihoannes when you can only make good use of two? Is it for the heal's skill? I'm just trying to have a better understanding of aqua force.
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Posted: September 13, 2017 06:34 am
 
New generation Cardfight!! Vanguard In the discussion on the Deck "New generation" by micahlam14 United States send message
dranzerx Premium Member United Kingdom
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A main deck must have exactly 50 cards or 49 if your starter is in your g zone, so you need to add 5 more cards.
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Posted: September 9, 2017 02:21 pm
 
The Legendary Overlord Cardfight!! Vanguard In the discussion on the Deck "The Legendary Overlord" by shineblader United States send message
kirito5ao United States
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Your main deck has 48 cards in it When it needs 50
You need to add 2 cards to the main deck
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Posted: September 5, 2017 08:06 pm
 
Gold Paladin BT03 Cardfight!! Vanguard In the discussion on the Deck "Gold Paladin BT03" by alessandro Italy send message
alessandro Italy
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I think this i s a very strong deck!
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Posted: September 4, 2017 08:08 am
 
Shindou Chronicles Cardfight!! Vanguard In the discussion on the Deck "Shindou Chronicles" by typicalcontent United States send message
kirito5ao United States
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Since Chrono Dran G is in the G Zone the main deck needs to have 49 cards
You need to take out/remove 2 cards from the main deck
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Posted: September 3, 2017 08:16 pm
 
metal Cardfight!! Vanguard In the discussion on the Deck "metal" by effectwall89 United States send message
kirito5ao United States
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You have 17 G Units you can only have a max of 16
You need to take 1 out and add a card to main deck
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Posted: August 31, 2017 12:42 pm
 
Granblue Nightrose Cardfight!! Vanguard In the discussion on the Deck "Granblue Nightrose" by leonick30 Malaysia send message
dranzerx Premium Member United Kingdom
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Mick the Ghostie and Family is restricted to a maximum of 1 copy, so you need to take three copies of that card out.
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Posted: August 28, 2017 06:07 pm
 
Shou-O Time Chaos Cardfight!! Vanguard In the discussion on the Deck "Shou-O Time Chaos" by jon_reese Singapore send message
jon_reese Singapore
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For the typical anti lock decks, try to utilize Chaos Breaker for as long as possible. This is due to the fact that most anti-lock decks are Limit Break units, save Mithril Ezel and Messiah builds. So stage off dealing them 4 damage. Attack the rearguard or end turns early.That way you can retire and lock for 1-2 turns and build a hand by ensuring That your opponent has only his vanguard column to attack 28th. That can be achieved by either locking the front row rearguards or making fear placing rearguard as they will be retired This means using Charcoal (LB Enabler) to start the combos. Once you have both of these:

1) A larger hand than your opponent
2) Garnet Star Dragon and Legion ready

Proceed to use the legion and pressure your opponent. Garnet's skill is once only, so if playing the long game call volt lines.


Garner Star is weak as the main unit as it doesn't have the hand replenishment feature of Chaos Breaker.
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Posted: August 28, 2017 05:28 pm
Modified on August 28, 2017 05:32 pm
 
Royal Knights of Providence!! Cardfight!! Vanguard In the discussion on the Deck "Royal Knights of Providence!!" by newmaker United States
shiny_chansey Philippines
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quote from newmaker:


quote from shiny_chansey:

Based on our match, take out 1 Spirit and max out Llew. Take out Trumpeter and reduce the amount of Wingal Youths you have to make room for Benon + Richard. Tech in 1 Fides because he essentially can bring out Blaster Blade Spirit or any combo piece really. He can be used as first stride since you'll rarely use the Brave part of his ability with all the draw power you'll be getting and all. Lien can be used at 1 by removing 1 Epona as a tech in. Don't be afraid to go aggro with the deck, use your early game as an advantage. Don't guard with Flogal often because she's an essential combo piece in your deck. Most of the options I presented are personal preferences of mine but they're still worth giving a shot, hope this helps.

I get where you're coming from. With Bennon, I don't need to worry about having to GB, unlike Trumpeter, and plus, I can use Richard for a draw, but wouldn't it make it harder to use Myriad, since it requires a soul blast?


With the various options for soul you have. Namely Llew, Margal, Alonegal (which you should probs max to 4 and remove 2 Belenus), Wingal Youth, etc. You really won't be runnibg out of soul soon since the deck you made barely uses soul, and the only thing you'll be using soul for is Myriad.
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Posted: August 26, 2017 11:47 pm
 
Royal Knights of Providence!! Cardfight!! Vanguard In the discussion on the Deck "Royal Knights of Providence!!" by newmaker United States
newmaker United States
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quote from shiny_chansey:

Based on our match, take out 1 Spirit and max out Llew. Take out Trumpeter and reduce the amount of Wingal Youths you have to make room for Benon + Richard. Tech in 1 Fides because he essentially can bring out Blaster Blade Spirit or any combo piece really. He can be used as first stride since you'll rarely use the Brave part of his ability with all the draw power you'll be getting and all. Lien can be used at 1 by removing 1 Epona as a tech in. Don't be afraid to go aggro with the deck, use your early game as an advantage. Don't guard with Flogal often because she's an essential combo piece in your deck. Most of the options I presented are personal preferences of mine but they're still worth giving a shot, hope this helps.

I get where you're coming from. With Bennon, I don't need to worry about having to GB, unlike Trumpeter, and plus, I can use Richard for a draw, but wouldn't it make it harder to use Myriad, since it requires a soul blast?
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Posted: August 26, 2017 01:26 pm
 
Royal Knights of Providence!! Cardfight!! Vanguard In the discussion on the Deck "Royal Knights of Providence!!" by newmaker United States
newmaker United States
Avatar for newmaker

quote from shiny_chansey:

Based on our match, take out 1 Spirit and max out Llew. Take out Trumpeter and reduce the amount of Wingal Youths you have to make room for Benon + Richard. Tech in 1 Fides because he essentially can bring out Blaster Blade Spirit or any combo piece really. He can be used as first stride since you'll rarely use the Brave part of his ability with all the draw power you'll be getting and all. Lien can be used at 1 by removing 1 Epona as a tech in. Don't be afraid to go aggro with the deck, use your early game as an advantage. Don't guard with Flogal often because she's an essential combo piece in your deck. Most of the options I presented are personal preferences of mine but they're still worth giving a shot, hope this helps.

I get where you're coming from. With Bennon, I don't need to worry about having to GB, unlike Trumpeter, and plus, I can use Richard for a draw, but wouldn't it make it harder to use Myriad, since it requires a soul blast?
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Posted: August 26, 2017 01:24 pm
 
Royal Knights of Providence!! Cardfight!! Vanguard In the discussion on the Deck "Royal Knights of Providence!!" by newmaker United States
shiny_chansey Philippines
Avatar for shiny_chansey
Based on our match, take out 1 Spirit and max out Llew. Take out Trumpeter and reduce the amount of Wingal Youths you have to make room for Benon + Richard. Tech in 1 Fides because he essentially can bring out Blaster Blade Spirit or any combo piece really. He can be used as first stride since you'll rarely use the Brave part of his ability with all the draw power you'll be getting and all. Lien can be used at 1 by removing 1 Epona as a tech in. Don't be afraid to go aggro with the deck, use your early game as an advantage. Don't guard with Flogal often because she's an essential combo piece in your deck. Most of the options I presented are personal preferences of mine but they're still worth giving a shot, hope this helps.
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Posted: August 26, 2017 07:50 am
 
Aggro Pressure Cardfight!! Vanguard In the discussion on the Deck "Aggro Pressure" by moxygenesis United States send message
draugnav United States
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Oh, I almost forgot to mention what the Heal could be.

I suggest running Cheer Girl, Adalaide. When it's revealed, you automatically win. You'll see why.
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Posted: August 25, 2017 08:13 pm
Modified on August 25, 2017 08:16 pm
 
Aggro Pressure Cardfight!! Vanguard In the discussion on the Deck "Aggro Pressure" by moxygenesis United States send message
draugnav United States
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Ok, like I said during our fight, I'm not used to Spike Brothers, so keep in mind these are just what I think could help you out. Now, based on how this deck looks, it's very aggressive, so, you won't have a lot of defense, and you'll need to kill your opponent quickly.

Grade 3 lineup:
Well, your deck is based on "Rising Nova", so obviously run him at 4. Now, as for your other grade 3, I think picking one of the ones already in your deck, and getting rid of the other may help. "Bull" would be good for more power, and saves counterblast for other units. However, "Hive" allows for more attacks, but at the cost of more counterblast. Your choice, based on what you think is best.

Grade 2 lineup:
Get rid of "Cobalt". He seems nice, but his skill isn't really that great. "Axe Diver" is good, keep him.
"Lethal" is a gamble in my eyes. Decide on him yourself. "Misery" should be kept, she helps out a lot.

Grade 1 lineup:
Your current Sentinel is fine, but I think "Untouchable, Milly" could help as well. Up to you though.
Keep Frog at 3. He makes a lot of your plays, so get him on field as fast as you can, and keep him there.
Keep your searcher. Obvious why.
Frankly, I feel Eliza is more useful than Specter. So, I think you should either get rid of Specter, or Eliza. Up to you which.

Grade 0 lineup:
Swap Trainer out for Mecha Coach. I think he might help out a bit more.

Triggers:
Keep your main 8 crits, but either go for a few draws to increase defense, or 4 stands to increase the number of attacks. Plus, if you use Coach as your starter, the stands could come in handy, as your units will already be charged, and only need a stand to attack.

G zone:
(My suggestions for a lineup.)
Rising Nova x4
Picaro x2
Miracle Ace x2-4 (Your choice here.)
Hellhard Eight x1 (No need for more than 1 GB8 in any deck. They're last resort game enders. If you can't win with them, you're most likely going to lose.)
Terrible Linus x2 (I don't really see need for more than 2 G guardians flippers. Up to you though how many you want to run.)
Last G guardian is up to you.

Ok, that's all the suggestions I've got. Hopefully this helps out a bit. In the end, up to you what you play in your deck.
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Posted: August 25, 2017 08:02 pm
Modified on August 25, 2017 08:10 pm
 
Susanoo Beat stick 1 Cardfight!! Vanguard In the discussion on the Deck "Susanoo Beat stick 1" by moxygenesis United States send message
moxygenesis United States
Avatar for moxygenesis
Disclaimer: I built this deck but I am a novice at Vanguard so take that into consideration.
Susanoo deck Can either pressure early or build up a hand but the main goal is to maintain hand size while pressuring mid to late game (grade 3 to strides or 4 to 5 damage).

Early game you wanna eat the damage and build up your hand. Aim for no less than 7 cards in hand.

Cards that keep your hand full are:
======================

Deity Spirit Loyalist, Ame-no-oshiho.
-----------------------------------------
1 counter blast 1 look at top 5 and choose one. No need to have a boost card behind
him he attacks for 12k each turn as a rearguard with his ability.

One Advantage Miko, Nanase
--------------------------------
1 soulblast 1 counter blast and an on hit. Great card to pressure your opponent. Not as
great as a hand filler as the loyalist but a great way to sift through to get criticals

Psychic bird
---------------
easy draw

No No
---------------
easy draw

Spiritual Sword of Rough Deity, Susanoo
---------------------------------------------
with his stride ability you should get an extra card you can choose not to get this and leave
your trigger on the top of your deck instead and triple drive draw it. So that is an excellent option to pressure your opponent and it combos with the loyalist if you have a deck full of stand triggers.

Supreme Heavenly Battle Deity, Susanoo
---------------------------------------------
with his stride ability you should get an extra card to choose from two. The extra critical is to pressure your opponent to guard.




Pressure cards are:
============
Silent tom - not guard with grade 0's is huge
Bell-ringing Miko, Ouka - gives grade 3 rearguards silent toms ability
One Advantage Miko, Nanase - makes grade 2,1,0 cards big enough to swing
War Strike Sword Deity, Toyokuninishi 14k grade 3 rearguard with intercept nuff said
Weather Girl, Lassi lets you get a better chance of triggers & counter charges for abilities usage
Rapport Miko, Nazuna - makes grade 2,1,0 cards big enough to swing

Destroyer Dragon Battle Deity, Kamususanoo - the first card I stride into. His ability gets you more cards plus triple drive plus normal draw. He pressures because of triple drive.

Lord of Guidance, Wakahirume - the second card I stride into you have a few options here. First
If you draw a heal trigger put it back on your deck if you are behind in damage otherwise try
to put a stand trigger back on top of your deck

Still Water Festival Deity, Ichikishima - The finisher. So you were able to maintain a good hand size and have at least 1 counter blast and soul blast saved up. Hopefully you pressured your
opponent and you have caused him to use up his perfect guards. He cannot defend with grade 0's and perfect guards. This deck is full of stand triggers give it to em. use In combo with
One Advantage Miko, Nanase and Rapport Miko, Nazuna to make things big. Should seal the deal.
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Posted: August 21, 2017 05:16 pm
 
GC Time Leap Cardfight!! Vanguard In the discussion on the Deck "GC Time Leap" by hopelss Brazil send message
dranzerx Premium Member United Kingdom
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Steam Battler, Ur-Watar is restricted to a maximum of 1 copy, so you need to take three copies of that card out.
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Posted: August 17, 2017 09:00 am
 
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