Sunday 23 September 2012

Week 1: Neo Nectar - Creating the Idea

Welcome to another week of Cardfight!! Vanguard, (Hopefully) on a Budget. Last week, I made a feeble attempt at continuing the Great Nature deck, sorry about that, I couldn't test out the deck to make any changes. I'll try to do so when I got the time.


So anyways, 22nd Sept saw a new set. I cracked myself a box, got some really good money cards, and then some. However, I got my eyes drawn to this interesting common in NeoNectars, have a look:

Fruit Basket Elf
Fruits Basket Elf.png



Grade / SkillGrade 1 / Sk boost.gif Boost
Power6000
Critical★1
Shield5000
NationCo zoo.gif Zoo
ClanNeo Nectar
RaceElf
Triggernone
Sets
Flavor
The forest never abandons those who live there.
Card Effect
[AUTO](RC):[Counter Blast (1)] When this unit boosts a «Neo Nectar» that attacks the vanguard, if you have a «Neo Nectar» vanguard, you can pay the cost. If you do, your opponent cannot normal call units to (GC) until end of that battle. If the boosted unit's attack hits, your opponent receives no damage.
Credits to the Cardfight Wiki.

Yeah, so basically, she (or is it he?) makes it so that only intercepts and Lark Pigeon can stop my attack, in exchange for the opponent not taking damage.

So how do we build around this unit?  NeoNectar, before BT-08, was known as a budget deck since its highest rarity was RR, and it wasn't so popular of the deck. It didn't have too much of a theme except to "grow" its units or swarm the board quickly with them (now it focuses on the "Grow" theme (Sephirot), or the "Recycle" (Musketeers)). With Fruit Basket Elf, we are just essentially upgrading this deck variant, but it should be more effect at what it does now, and still as cheap as ever. Obviously speaking, on-hit units look work best with this unit, so let's see the candidates.

The Gene Series:
Shield Seed Squire
Blade Seed Squire
Knight of Young Leaves, Gene
Knight of Harvest, Gene
Vgbt05026.jpgVgbt05047.jpg
LeavesGene.jpgVgbt05022.jpg


Shield Seed Squire (Grade 0/ 5000 power/ Neo Nectar/ Bioroid
AUTO: When another «Neo Nectar» rides this unit, you may call this card to Rear-guard Circle.
AUTO 【R】: [Put this unit on top of your deck] When this unit's attack hits a vanguard, if you have a «Neo Nectar» vanguard, you may pay the cost. If you do, search your deck for up to one card named "Blade Seed Squire", call it to Rear-guard Circle in Rest, and shuffle your deck.

Blade Seed Squire (Grade 1/ 7000 power/ Neo Nectar/ Bioroid
AUTO 【R】: [Put this unit on top of your deck] When this unit's attack hits a vanguard, if you have a «Neo Nectar» vanguard, you may pay the cost. If you do, search your deck for up to one card named "Knight of Young Leaves, Gene", call it to an empty Rear-guard Circle in Rest, and shuffle your deck.
Knight of Young Leaves, Gene (Grade 2/ 9000 power/ Neo Nectar/ Bioroid
AUTO 【R】: [Put this unit on top of your deck] When this unit's attack hits a vanguard, if you have a «Neo Nectar» vanguard, you may pay the cost. If you do, search your deck for up to one card named "Knight of Harvest, Gene", call it to Rear-guard Circle in Rest, and shuffle your deck.
Knight of Harvest, Gene (Grade 3/ 10000 power/ Neo Nectar/ Bioroid
AUTO [R]: [Put this unit on the top of your deck] When this unit's attack hits a vanguard, if you have a «Neo Nectar» vanguard, you may pay the cost. If you do, search your deck for up to two cards named "Knight of Young Leaves, Gene", call them to different Rear-guard Circle in Rest, and shuffle your deck.

Credits to Cardfight Wiki for the pictures and effects.

This units are great for this sort of deck. It puts intense pressure on your opponent to guard or let you gain good bonuses for hitting them, or with Fruits Basket Elf, turns this into a farce. Knight of Harvest, Gene works excellently with Elf, meeting the magic number of 16k to force 2 intercepts or create 2 interceptors at a whim. It should be really easy for you to snag yourself a playset, the Grade 1 and 2 are commons and the Grade 0 and 3 are rares from BT-05 - Awakening of Twin Blades set.

Glass Beads Dragon/Maiden of Rainbow Wood
GlassBeadsDragon.jpgBT08-S10 SP.jpg
Glass Beads Dragon/ Maiden of Rainbow Woods (Grade 2/ 9000 power/ Neo Nectar/ Forest Dragon/Dryad)
AUTO【V/R】: [Counter Blast (2)] When this unit's attack hits, if you have a «Neo Nectar» vanguard, you may pay the cost. If you do, draw a card.
BT-05/RR & BT-08 RR respectively. Credits to Cardfight Wiki for images and effects.

As it turns out, now we have 2 playsets of this sort of unit. It's a powerful pressure card, but doesn't work well with Elf since doing so needs a whopping 3 counterblast. It's still worth considering though - you get more on-hit effects, and both Maiden of Trailing Rose and Elf are both quite economical with their costs.

This on the other hand:
Poison Poison Mushroom
Doku Doku Mushroom.png
Poison Poison Mushroom (Grade 2/ 7000 power/ Neo Nectar/ Dryad
[AUTO](VC/RC): When this unit's attack hits a vanguard, if you have four or more other «Neo Nectar» rear-guards, draw a card.
Credits to Cardfight Wiki

This must be Elf's best friend. Between this card and Fruit Basket Elf, you are sure to get a card each turn. In addition, Neo Nectar's ability to quickly swarm the board (or at least want to do that in the early game) makes this an extremely viable candidate, and is a very good on-hit attacker. Pairing with Corolla Dragon at least forces 10k guard from 10k VG.

Maiden of Trailing Rose
Vgbt05009.jpg
Maiden of Trailing Rose (Grade 3/11000 power/ Neo Nectar/ Dryad
CONT 【V/R】: If you have a non «Neo Nectar» in your Vanguard Circle or Rear-guard Circle, this unit gets Power -2000.
AUTO 【V】: [Counter Blast (1) & Choose a "Maiden of Trailing Rose" from your hand, and discard it.] When this unit's attack hits the Vanguard, you may pay the cost. If you do, look at the top five cards of your deck, choose up to two «Neo Nectar» among them, call them to separate Rear-guard Circle, and shuffle your deck.
BT-05/RR. Credits to Cardfight Wiki for image and effect.

Elf breathes new life into this boss card. She is sure to be eschewed for more recent additions Arboros Dragon Sephiroth and White Lily Musketeer, Cecilia, but Elf at least ensures that she doesn't fall into disuse this quickly. She creates veritable card advantage, can fix up your bad columns, and thanks to her fall in popularitiy (it's already very low already in any case), you can easily pick up a playset on the cheap (any trader should sell her for about S$8, S$5 if you are lucky). If you cannot afford her, you can just use strong units like Forerunner Battle Maiden, Laurel or Behemoth (who sadly does not work well with Elf).

Let's mash up the numbers and get this list:
Bountiful Harvest:

1 Shield Seed Squire
4 Watering Can Elf
3 Vanilla Stand
5 Vanilla Draw
4 Heal

4 Blade Seed Squire
3 Fruit Basket Elf
4 Corolla Dragon
3 Lady of Kamorebi

4 Knight of Young Leaves, Gene
4 Poison Poison Mushroom
3 Glass Beads Dragon/ Maiden of Rainbow Wood

4 Maiden of Trailing Rose
2 Knight of Harvest, Gene
2 Forerunner Battle Maiden, Laurel.

EDIT: Scratch that, I may as well tell you now. You are aiming for a rush down approach in this deck. 22 of your cards in this deck are plastered with a decent on-hit effect that either lets you draw a card, fix/upgrade up your columns, upgrade your units, etc. Now the opponent should find it no problem to guard 1 on-hit effect, but how about 2? Or even 3? Or heck, even 4 or in extreme cases, 5? It's very difficult for your opponent to drop 25k-35k each turn just because he wants to prevent your skills from going off, especially in the early game where he wants to retain his hand for his gameplan. This means you might be able to get away with no Elf 1st, and rack up some damage for the mid-late game, or with a lot of luck, he guards like crazy and leaves himself with a lot less cards to work with.

In the Mid-game, we aim to fix up our most likely terrible board. So we intercept away our Mushrooms (keep him if you still need the cards), drop Elf, Gene series and Maiden of Trailing Rose, and play a technical game where you attempt to get as much free cards as possible while still putting the damage on your opponent when you can. You should be getting a fistful of cards by this time which should tide you over until you fix up your columns to draw at least 10k shield from your enemy.

Late-game, your columns should be looking good, but your momentum is already slowing down. This, I feel is where the deck is at its weakest since it does not create 15k columns so easily, and its many on-hit effects may not matter as much there. You should be playing a defensive game by then since it won't be so easy for you to win and it should probably grind down to a war of attrition between you and your opponent.

Tune in next week to see a test run of this deck since I'm still getting the cards to build this idea. I've already gotten most of the cards for the most part in any case.

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