
Being able to attack again with cards like Nightmare Doll, Alice can also put a lot of pressure on your opponent. This skill is useful as it turns every other grade 3 in your deck into pseudo stand triggers which makes them not as useless. What this essentially means is that you can choose a grade 3 that has rested this turn, send it to the soul and call it or anything else back, ready for another attack. When you drive check a grade 3 Pale Moon unit, you can send a grade 3 Pale Moon rear guard to the soul to call a Pale Moon unit from your soul. Her other skill however is akin to Dragon Monk, Goku. This allows her attacks to easily reach 20,000+ with standard boosters. To start, when she is boosted by another Pale Moon as a vanguard, she gains 3,000 power during that battle. The next grade 3 is Sword Magician, Sarah. There are a lot of other units that can power up Luquier too, but I'll also cover those later in the article. This means if you use her limit break, she gains 12,000 power from the four units called. Whenever a unit is called from your soul to the rear guard, Luquier gains +3,000 power until the end of the turn. There are ways to achieve the limit break easily, and I'll go over them as cards are introduced.

You can ride a grade 3, then ride Luquier over it which isn't bad, but playing a grade 0 without Pioneer so it can stay in the soul can hurt your early game. But there's still the matter of getting a grade 0 and a grade 3 in the soul. Riding is the best method of achieving this, as you ride your grade 1 and grade 2 normally and you can just call them out later. Pale Moon essentially have three methods of doing this, which are through riding, random soul charging, and specific soul charging. The first problem is getting the four units into the soul.

For the cost of three counter blast you gain four cards, but this skill comes with a few downsides. At first look this skill seems absolutely amazing. Her first skill is her limit break: by counter blasting three, you can superior call a grade 0, 1, 2, and 3 Pale Moon from your soul. Silver Thorn Dragon, Luquier is the first grade 3 and my boss of choice. To start off, I'd like to go over the grade 3 bosses, since they establish how the rest of the deck should be built. This article, albeit a long read, will cover all of the cards that I feel are relevant when building Pale Moon. It's one of my clans mainly because it can do so much with the soul, which is one of Vanguard's most unique mechanics in my opinion. The clan debuted in BT03 and focuses on utlizing your soul to work with your rear guards to either apply pressure or pure offensive power. In this article I want to go over one of my favorite clans in the game, Pale Moon. Your g zone has too many cards.i assume you are following the 8 g zone rule? I also think G4 harri us a good one off, its pretty costly to run at 2 and it does not require a gflip soo you might want to take one out and you should play 3 mephisto instead When fc 2016 come out.Hello, and welcome to my first article for ARG's Cardfight Vanguard article contest.
Pale moon vanguard deck build clowns full#
You would want to run the most broken card in the game as your first vangaurd: Cat in knight boots the card really makes a good push for game because every turn ut allows you to go from zero to full field pretty much.

You might want to run 1 or 2 purple trapezists in order to allow for soul fixing (just in case you draw late into your combo pieces you can "exchange" a card for another one permantly Its pretty useful for early game and i dont quite like hell's gate because early game you don't really get much soul options when u play it. Some advice from a pale moon player Darkside princess ( grade 2) is essential in your deck.personally i would take out hell's gate magician and 1 copy of cresent moon juggler for it.

Pale moon vanguard deck build clowns how to#
Any advice on how to improve this would be appreciated This deck when I run it is like smoke and mirrors I use paratrooper and peryton to fill the board on each turn and through other effects such a betty boosting continue the assault during the turns using PGG to counter charge when I can. G zone: 2 Lunatic dragon 4 curtain call announcer mephestio 2 dragon masquerade harri 2 ardor dragon master amanda Grade 3: Masked magician harri x4 Flying manticore x4 Grade 2: Card dealer jacqueline x2 flying perton x4 hellsgate magician x2 crescent moon juggler x4 Grade 1: Masquerade bunny x3 Cutey paratrooper x4 Dark side mirror master x4 Beatuous beast tamer betty x4 Grade 0: Poison juggler x4 Nightmare doll Mirabel x2 Rainbow Magician x2 Prankster gril from mirrorland x4 4x heal trigger I have been doing decently well with it at weekly tournaments and wanted to see what you guys think of the build Hey guys I just stared Vanguard about a month ago and this is the first deck I built.
