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Deck "Black Sun"

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Deck "Black Sun"
Format: OCG - 50 Cards
created by atrejakram activity icon
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Card list Group cards by  
Clan: Gold Paladin (46 cards)
4 x Black Dragon Knight, Vortimer Black Dragon Knight, Vortimer (EB03)
  • Number: EB03-014
  • Rarity: R
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • Race: Human
  • Power: 9000
  • Shield: 5000
  • Grade / Skill: Grade 2 / Intercept
  • Trigger: None
Card text:

[CONT](VC):If you have a card named "Scout of Darkness, Vortimer" in your soul, this unit gets [Power]+1000.
[AUTO]:[Choose one of your «Gold Paladin» rear-guards, and retire it] When a card named "Spectral Duke Dragon" rides this unit, if you have a card named "Scout of Darkness, Vortimer" in your soul, you may pay the cost. If you do, look at up to two cards from the top of your deck, search for up to two «Gold Paladin» from among them, call them to separate open (RC), and put the rest on the bottom of your deck in any order.

Those in the depth of despair saw within him the black dragon's legend.

1 x Black Dragon Whelp, Vortimer Black Dragon Whelp, Vortimer (EB03)
  • Number: EB03-015
  • Rarity: R
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • Race: Human
  • Power: 4000
  • Shield: 10000
  • Grade / Skill: Grade 0 / Boost
  • Trigger: None
Card text:

[AUTO]:When a card named "Scout of Darkness, Vortimer" rides this unit, look at up to seven cards from the top of your deck, search for up to one card named "Spectral Duke Dragon" or "Black Dragon Knight, Vortimer" from among them, reveal it to your opponent, put it into your hand, and shuffle your deck. [AUTO]:When a «Gold Paladin» other than a card named "Scout of Darkness, Vortimer" rides this unit, you may call this card to (RC).

Do not take a dragon whelp lightly, because it will one day take to the skies.

3 x Black Mane Witch Black Mane Witch (Promos)
  • Number: PR-0070
  • Rarity: Promo
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • Race: Human
  • Power: 6000
  • Shield: 5000
  • Grade / Skill: Grade 1 / Boost
  • Trigger: None
Card text:

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 Elixir Sommelier Elixir Sommelier (TD05)
  • Number: TD05-018
  • Rarity: Fixed
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • Race: Elf
  • Power: 5000
  • Shield: 10000
  • Grade / Skill: Grade 0 / Boost
  • Trigger: Heal +5000 Power
Card text:

(You may only have up to four cards with "HEAL" in a deck.)

Take a sip of this. You'll feel better.

4 x Fortune Bell Fortune Bell (TD05)
  • Number: TD05-017
  • Rarity: Fixed
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • Race: Sylph
  • Power: 5000
  • Shield: 10000
  • Grade / Skill: Grade 0 / Boost
  • Trigger: Stand +5000 Power
Card text:

Let's go!

2 x Gigantech Commander Gigantech Commander (VG-BT06)
  • Number: BT06-079
  • Rarity: C
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • 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 Halo Shield, Mark (VG-BT06)
  • Number: BT06-017
  • Rarity: RR
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • 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 Mage of Calamity, Tripp Mage of Calamity, Tripp (VG-BT06)
  • Number: BT06-033
  • Rarity: R
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • 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 Player of the Holy Bow, Viviane (VG-BT06)
  • Number: BT06-005
  • Rarity: RRR
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • 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 Scout of Darkness, Vortimer Scout of Darkness, Vortimer (EB03)
  • Number: EB03-029
  • Rarity: C
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • Race: Human
  • Power: 7000
  • Shield: 5000
  • Grade / Skill: Grade 1 / Boost
  • Trigger: None
Card text:

[CONT](VC):If you have a card named "Black Dragon Whelp, Vortimer" in your soul, this unit gets [Power] +1000.
[AUTO]:[Choose one of your «Gold Paladin» rear-guards, and retire it] When a card named "Black Dragon Knight, Vortimer" rides this unit, if you have a card named "Black Dragon Whelp, Vortimer" in your soul, you may pay the cost. If you do, look at up to two cards from the top of your deck, search for up to two «Gold Paladin» from among them, call them to separate open (RC), and put the rest on the bottom of your deck in any order.

Many heroes began to gather around the young dragon.

4 x Silent Punisher Silent Punisher (TD05)
  • Number: TD05-015
  • Rarity: Fixed
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • Race: Demon
  • Power: 5000
  • Shield: 10000
  • Grade / Skill: Grade 0 / Boost
  • Trigger: Critical +5000 Power
Card text:

Is it my win?/ Looks like I've won.

3 x Spectral Duke Dragon Spectral Duke Dragon (EB03)
  • Number: EB03-002
  • Rarity: RRR
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • Race: Abyss Dragon
  • 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):[Counter Blast (2) & Choose three of your «Gold Paladin» rear-guards, and retire them] At the beginning of the close step of the battle that this unit attacked a vanguard, you may pay the cost. If you do, [Stand] this unit, and this unit loses "Twin Drive!!" until end of turn.
[CONT](VC):If you have a card named "Black Dragon Knight, Vortimer" in your soul, this unit gets [Power]+1000.

When a black knight's spear parts the heavens, the legend shall rise again.

2 x War-horse, Raging Storm War-horse, Raging Storm (EB03)
  • Number: EB03-031
  • Rarity: C
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • Race: High Beast
  • Power: 6000
  • Shield: 5000
  • Grade / Skill: Grade 1 / Boost
  • Trigger: None
Card text:

[AUTO]:When this unit is placed on (VC) or (RC), if you have a «Gold Paladin» vanguard, choose up to one «Gold Paladin» from your hand, and put it into your soul.

A well trained war-horse can turn the tide of a war.

3 x Waving Owl Waving Owl (VG-BT06)
  • Number: BT06-083
  • Rarity: C
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • 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 White Hare in the Moon's Shadow, Pellinore (BT07)
  • Number: BT07-007
  • Rarity: RRR
  • Clan: Gold Paladin
  • Nation: United Sanctuary
  • 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.

 
Clan: Narukami (4 cards)
4 x Breakthrough Dragon Breakthrough Dragon (VG-BT06)
  • Number: BT06-088
  • Rarity: C
  • Clan: Narukami
  • Nation: Dragon Empire
  • Race: Thunder Dragon
  • Power: 4000
  • Shield: 10000
  • Grade / Skill: Grade 3 / Twin Drive!!
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!

 
Deck Statistics
Distribution by Clan
Gold Paladin bar 50  100 %  
 

Distribution by Grade / Skill
Grade 0 / Boost bar 17  34 %  
Grade 1 / Boost bar 15  30 %  
Grade 2 / Intercept bar 11  22 %  
Grade 3 / Twin Drive!! bar 14 %  
 

Distribution by Nation
United Sanctuary bar 50  100 %  
 

Distribution by Power
10000 bar 14 %  
4000 bar 10 %  
5000 bar 12  24 %  
6000 bar 16 %  
7000 bar 8 %  
8000 bar 6 %  
9000 bar 11  22 %  
 

Distribution by Race
Abyss Dragon bar 6 %  
Angel bar 8 %  
Demon bar 8 %  
Elf bar 14 %  
High Beast bar 4 %  
Human bar 20  40 %  
Salamander bar 8 %  
Sylph bar 12 %  
 

Distribution by Rarity
C bar 15  30 %  
Fixed bar 12  24 %  
Promo bar 6 %  
R bar 18 %  
RR bar 6 %  
RRR bar 16 %  
 

Distribution by Shield
- bar 14 %  
- bar 6 %  
10000 bar 17  34 %  
5000 bar 23  46 %  
 

Distribution by Trigger
- bar 15  30 %  
+5000, Critical bar 8 %  
Critical +5000 Power bar 8 %  
Heal +5000 Power bar 8 %  
None bar 19  38 %  
Stand +5000 Power bar 8 %  
 



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Discussion about this Deck
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Author Message
kai98ccy
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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? >.<
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atrejakram
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Subject:    Posted: September 3, 2012 10:43 pm


quote from kai98ccy:

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?


**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 ***
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kai98ccy
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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?

Have fun, lets vanguardo!
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