AUTO: [Choose another of your «Gold Paladin» rear-guards, and retire it] When this unit is placed on Vanguard Circle or Rear-guard Circle, if you have a «Gold Paladin» vanguard, you may pay the cost. If you do, look at the top card of your deck, search for up to one «Gold Paladin» from among them, call that card to an open Rear-guard Circle, and put the rest on the bottom of your deck.
4
x
Breakthrough Dragon (VG-BT06)
Number: BT06-088
Rarity: C
Nation: United Sanctuary
Clan: Gold Paladin
Race: Salamander
Power: 4000
Shield: 10000
Grade / Skill: Grade 0 / Boost
Trigger: Critical +5000 Power
Card text:
AUTO [V/R]: When this unit is boosted by a «Narukami», this unit gets Power +2000 until end of that battle.
The thunder spear shall hit and burn all to ash, Lightning Breath!
4
x
Elixir Sommelier (TD05)
Number: TD05-018
Rarity: Fixed
Nation: United Sanctuary
Clan: Gold Paladin
Race: Elf
Power: 5000
Shield: 10000
Grade / Skill: Grade 0 / Boost
Trigger: Heal +5000 Power
4
x
Fortune Bell (TD05)
Number: TD05-017
Rarity: Fixed
Nation: United Sanctuary
Clan: Gold Paladin
Race: Sylph
Power: 5000
Shield: 10000
Grade / Skill: Grade 0 / Boost
Trigger: Stand +5000 Power
Card text:
Here I come!
2
x
Gigantech Commander (VG-BT06)
Number: BT06-079
Rarity: C
Nation: United Sanctuary
Clan: Gold Paladin
Race: Sylph
Power: 10000
Grade / Skill: Grade 3 / Twin Drive!!
Card text:
AUTO [V/R]: When this unit attacks, if the number of rear-guards you have is more than your opponent's, this unit gets Power +3000 until end of that battle.
With a superior leader, you will see the true strength in numbers.
3
x
Halo Shield, Mark (VG-BT06)
Number: BT06-017
Rarity: RR
Nation: United Sanctuary
Clan: Gold Paladin
Race: Human
Power: 6000
Shield: 0
Grade / Skill: Grade 1 / Boost
Card text:
[CONT]:Sentinel (You may only have up to four cards with "[CONT]:Sentinel" in a deck.) [AUTO]:[Choose a «Gold Paladin» 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 «Gold Paladin» that is being attacked, and that unit cannot be hit until end of that battle.
(BT06):It is our precious hope! We will protect it at all costs! (BT09):This planet is our dream and our heart! You shall not lay a finger on it!
4
x
Jet Black Vanguard, Vortimer (EB03)
Number: EB03-029
Rarity: C
Nation: United Sanctuary
Clan: Gold Paladin
Race: Human
Power: 7000
Shield: 5000
Grade / Skill: Grade 1 / Boost
Trigger: None
Card text:
CONT [V]: If you have a (Young Black Dragon, Vortimer) in your soul, this unit gets Power +1000. AUTO: (Retire one of your {Gold Paladin} rear-guards) When you ride a (Knight of Black Dragon, Vortimer) on this unit and you have (Young Black Dragon, Vortimer) in your soul, you may pay the cost. If you do, look at up to 2 cards from the top of your deck, choose up to 2 {Gold Paladin} from among them, call them onto rear-guard circles, and place the rest of the cards on the bottom of your deck in any order.
4
x
Knight of Black Dragon, Vortimer (EB03)
Number: EB03-014
Rarity: R
Nation: United Sanctuary
Clan: Gold Paladin
Race: Human
Power: 9000
Shield: 5000
Grade / Skill: Grade 2 / Intercept
Trigger: None
Card text:
CONT [V]: If you have a (Jet Black Vanguard, Vortimer) in your soul, this unit gets Power +1000. AUTO: [Retire one of your {Gold Paladin} rear-guards] When you ride a (Spectral Duke Dragon) on this unit and you have (Jet Black Vanguard, Vortimer) in your soul, you may pay the cost. If you do, look up to 2 cards from the top of your deck, search up to 2 {Gold Paladin} and call them on rear-guard circles, place the rest of the cards in any order under your deck.
4
x
Mage of Calamity, Tripp (VG-BT06)
Number: BT06-033
Rarity: R
Nation: United Sanctuary
Clan: Gold Paladin
Race: Angel
Power: 9000
Shield: 5000
Grade / Skill: Grade 2 / Intercept
Card text:
AUTO [V/R]: When this unit attacks hits a vanguard, if you have a «Gold Paladin» vanguard, choose a card from your damage zone, and turn it face up.
She is called "Mage of Calamity" by her enemies out of fear.
3
x
Player of the Holy Bow, Viviane (VG-BT06)
Number: BT06-005
Rarity: RRR
Nation: United Sanctuary
Clan: Gold Paladin
Race: Elf
Power: 9000
Shield: 5000
Grade / Skill: Grade 2 / Intercept
Card text:
[AUTO](VC/RC):[Counter Blast (1)] When this unit's attack hits a vanguard, if this unit is boosted by a «Gold Paladin», you may pay the cost, and if you do, look at the top card of your deck, search for up to one «Gold Paladin» from among them, call it to an open (RC), and put the rest on the bottom of your deck.
Music echoes through the battlefield. It is the sound of courage.
4
x
Silent Punisher (TD05)
Number: TD05-015
Rarity: Fixed
Nation: United Sanctuary
Clan: Gold Paladin
Race: Demon
Power: 5000
Shield: 10000
Grade / Skill: Grade 0 / Boost
Trigger: Critical +5000 Power
Card text:
Is it my win?
3
x
Spectral Duke Dragon (EB03)
Number: EB03-002
Rarity: RRR
Nation: United Sanctuary
Clan: Gold Paladin
Race: Abyss Dragon
Power: 10000
Grade / Skill: Grade 3 / Twin Drive!!
Trigger: None
Card text:
AUTO [V] [Limit Break(4) (when you have at least 4 damages)]: [CounterBlast(2) & retire 3 of your {Gold Paladin} rear-guards) When the close step involving this card attacking the vanguard begins, you can pay the cost. If you do, Stand this unit, and during this turn, this card loses "Twin Drive!!". CONT [V]: If (Knight of Black Dragon, Vortimer) is in your soul, this unit get Power +1000.
2
x
War Horse, Raging Storm (EB03)
Number: EB03-031
Rarity: C
Nation: United Sanctuary
Clan: Gold Paladin
Race: High Beast
Power: 6000
Shield: 5000
Grade / Skill: Grade 1 / Boost
Trigger: None
Card text:
Auto: When this unit is placed on a vanguard or rear-guard circle, if you have a [Gold Paladin] vanguard, send up to 1 Gold Paladin unit from your hand into the soul.
3
x
Waving Owl (VG-BT06)
Number: BT06-083
Rarity: C
Nation: United Sanctuary
Clan: Gold Paladin
Race: Human
Power: 8000
Shield: 5000
Grade / Skill: Grade 1 / Boost
Card text:
AUTO [R]: When an attack hits a vanguard during the battle that this unit boosted a «Gold Paladin», you may return this unit to your hand.
An owl hunting in the night attacks without the slightest sound.
2
x
White Hare in the Moon's Shadow, Pellinore (BT07)
Number: BT07-007
Rarity: RRR
Nation: United Sanctuary
Clan: Gold Paladin
Race: Human
Power: 10000
Grade / Skill: Grade 3 / Twin Drive!!
Trigger: None
Card text:
[AUTO](VC): Limit Break 4 (This ability is active if you have four or more damage): [Choose two of your «Gold Paladin» 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, choose up to two of your «Gold Paladin», and those units get [Power]+5000 until end of turn. [AUTO]: [Choose a «Gold Paladin» from your hand, and discard it] When this unit is placed on (RC) from your deck, if your opponent has a grade 2 or greater vanguard, you may pay the cost. If you do, put this unit on your (VC).
With the entrusted feelings in their hearts, the knights set off filled with fighting spirit.
1
x
Young Black Dragon, Vortimer (EB03)
Number: EB03-015
Rarity: R
Nation: United Sanctuary
Clan: Gold Paladin
Race: Human
Power: 4000
Shield: 10000
Grade / Skill: Grade 0 / Boost
Trigger: None
Card text:
AUTO: When you ride a (Jet Black Vanguard, Vortimer) on this unit, look at up to 7 cards from the top of your deck, search for 1 (Knight of Black Dragon, Vortimer) or 1 (Spectral Duke Dragon), show it to your opponent, and add it to your hand, return the remaining cards to the top of your deck, then shuffle your deck. AUTO: When you ride a {Gold Paladin} other than (Jet Black Vanguard, Vortimer) on this unit, you may call this unit to a rear-guard circle.
Subject: Re:deck advice Posted: September 3, 2012 06:30 pm
I would like to find out about a few things:
1)how is playing 3 negates going along for you? do they come out all of the time when u need it?
2)Have you tried putting garmore as secondary vanguard instead of ezel?
3)do you get off the superior calling of viviane more than once?
My answer to qn 1:
Personally, I like to run 4 negates, unless I have absolutely zero space in my deck for more grade 1s. The rationale is that negates have to use discarding. This in turn means that you will decrease your hand. If you happen to draw into more negates and you need the other cards more than the negates, I suggest you drop a negator to negate the attack. putting 4 also adds to the consistency of blocking an attack when you really need it.
My answer to qn2:
Garmore is my best friend now. It can reliably tutor out a card that I will definitely need, and best thing is that it can even hit for 21k with a mere soulblast. I don't want viviane to be superior calling a trigger that I can put into my hand as guard. It filters the deck for me and increases the chance of getting triggers.
My answer to qn3:
I occasionally get it off. However, as I do not use SDD deck, I don't really need all those extra cards on the field. Sure, viviane give you good field advantage, forces a guard etc. However, in a winning set up, your opponent would be blocking the first attack you make, even if its a weak attack. If you have viviane attacking first, I will just say no guard when you have a full field, which often happens in late game. viviane is useless in late game, even needing to hit the vanguard. I would go for the mage of disaster, tripp. it is a useful card that your opponent wants to block throughout the match, and it enables a unflip even in the early game. I want the deck to be consistent throughout the match, so if I have the space, I always max out my unflippers. Lets say you have tripp attacking first. Your opponent is at 3 to 4 damage. If it was a viviane attacking while you have a full field, I would say no guard. But if it was mage of disaster, I would guard. the last thing I want is for my opponent to be able to keep unflipping for more counterblast. Reducing his resources is important, especially in a game like vanguard. However, by guarding, he loses the chance to check a trigger and keep more of the resources in hand. Mage of Disaster makes this possible as a win-win situation for you. This is also why I maxed out my mage, and kept viviane at one.
**P.S. Tell me how the changes work out for you if you decide to change them ok? >.<
1)how is playing 3 negates going along for you? do they come out all of the time when u need it?
2)Have you tried putting garmore as secondary vanguard instead of ezel?
3)do you get off the superior calling of viviane more than once?
**P.S. Tell me how the changes work out for you if you decide to change them ok? >.<
my answer for q1:
3 negates have been doing great for me almost have them everytime XD and thats no joke, also i only have three because i dont really want to throw any card away, and yes even if it is for a perfect guard, normally i will only use them agains ezel or other wicked lb.
my answer for q2:
garmore is great however ezel is there for secondary vanguard if ever i wont be able to do my chain and lets face it ezel lb and skill are superior to garmore.
my answer for q3:
i only need vivian skill if ever my hand "*censored: not good*", she's a good g2 and i actually like people guarding against her and tripp... those two are my "guard breakers"
*** i doubt i'll be changing much unless i see another new combo which is why i like fighting great players to learn more XD ***
Subject: Re: deck advice Posted: September 3, 2012 11:00 pm
I guess every thing still comes down to player preference. I like 4 negates and u like 3 negates. Well I have to respect your opinion, as this is your deck and you are a good player. However, one thing I really hate when I use ezel's limit break, I call triggers. That's one thing i really hate. garmore, to me, has none of that problem, which is why I like it. It can also be very strong on rear guard with charjgal boosting him. It personal opinion, but I hope you will try at least this. Garmore has helped me tons of times and I think you can get the same results. No harm in trying, don't you think?