Tuesday 9 February 2016

Cardfight!! Vanguard - Gurguit/Pellinore Deck Feb16


The second deck I'll be covering is also another deck I own; it's definetly not top tier but its mechanics makes the deck super sacky and extremely fun to play.

I'm going to try a different approach to writing this up...I decided not to write every single card this time as it was quite tedious and a couple of people have advised me to keep things simpler/shorter so rather than writing about every card in the deck I'll only be doing the core/most important cards; cards not written about can be found in the decklist and will be treated as personal choices; I'll give a brief description as to why I made those choices.

*Note* The following images are from http://cardfight.wikia.com/

Gurguit/Pellinore

First off I'm going to explain how you generally play this deck; the play-style, aim etc and then give you a deck list a long with some tips/notes.

The goal of the deck is to pull off Pellinore's effect every game; basically the more you use its effect the more pressure/advantage you get.

White Hare in the Moon's Shadow, Pellinore
AUTO(V) LB4 (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 (R) 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 (V).

Pellinore's second ability is what you want to focus on and the ability you want to pull off constantly throughout the game. TLDR: When you call Pellinore from the deck you can ride it. This is a very strong effect starting from grade 2 as it'll allow you to superior ride grade 3, pull off more attacks and drive checks kinda like a pseudo vanguard re-stander. 

You want to abuse Pellinore's effect as much as you can so here are his enablers:


Spring Breeze Messenger
AUTO: When another «Gold Paladin» rides this unit, you may call this card to (R).
AUTO(R): [CB(1) & Put this unit into your soul] When an attack hits a vanguard during the battle that this unit boosted, you may pay the cost. If you do, look at up to three cards from the top of your deck, search for up to one «Gold Paladin» from among them, call it to (R) as [Rest], and put the rest on the bottom of your deck in any order.




Invitation Liberator, Rud 
AUTO(RC):[CB(1) & Put this unit into your soul] When an attack hits a vanguard during the battle that this unit boosted, you may pay the cost. If you do, look at three cards from the top of your deck, search for up to one card from among them, call it to an open (R), and put the rest on the bottom of your deck in any order.











Citation Liberator, Heli
AUTO(R):[CB(1) & Put this unit into your soul] When this unit's attack hits a vanguard, you may pay the cost. If you do, look at three cards from the top of your deck, search for up to one card from among them, call it to an open (R), and put the rest on the bottom of your deck in any order.







Lop Ear Shooter
AUTO:[Choose a card from your hand, and discard it] When this unit is placed on (R) from your deck, if you have a «Gold Paladin» vanguard, you may pay the cost. If you do, look at up to three cards from the top of your deck, search for up to one «Gold Paladin» from among them, call it to (R), and put the rest on the bottom of your deck in any order.
Holy Mage, Pwyll
AUTO(R) GB1 (This ability is active if you have one or more face up G units in total on your (V) or G zone):[CB(1)] When this unit attacks a vanguard, if this unit is boosted, you may pay the cost. If you do, look at three cards from the top of your deck, search for up to one card from among them, call it to (R), and shuffle your deck.




Fast Chase Golden Knight, Cambell
AUTO(V):When this unit's attack hits a vanguard, look at five cards from the top of your deck, search for up to one card from among them, call it to (R), shuffle your deck, and that unit gets Power+2000 until end of turn.

If you've noticed the trend... all these guys let you look at the top cards of your deck and call a card to your rearguard circle. Messenger, Rud, Shooter and Heli requires a hit to the vanguard for their effects to go off and they also go in to soul which is technically a 1 for 1 no pluses but they are active throughout the whole game; they are your pressure cards and allows for Pellinore plays early. Pwyll is more reliable as he doesn't need to hit but is a GB1 effect; so try to get him on the field asap after you stride.

And here are the rest of Pellinore's partners:

Sunrise Ray Knight, Gurguit
AUTO(V) GB2 (This ability is active if you have two or more face up G units in total on your (V) or G zone):[CB(1) & SB(1)] At the beginning of the guard step of the battle that this unit is attacked, you may pay the cost. If you do, look at four cards from the top of your deck, search for up to one card from among them, call it to (G) at [Rest], and shuffle your deck.
AUTO(V):[CB(1)] During your turn, when your G unit Stride, you may pay the cost. If you do, look at four cards from the top of your deck, search for up to one card from among them, call it to (R), shuffle your deck, and that unit gets Power+2000 until end of turn.

Pellinore being a 10000 base sucks, you also don't get any benefits striding over him so it's actually really important to start and then be able to ride back in to a proper grade 3 . For that reason I think Gurguit is a very strong partner as he's a 11000 base, generates advantage every time you stride AND gives you a defensive option at GB2. At glance Gurguit's GB2 skill doesn't seem to be all that optimal since there are cards that use the soul but is actually very useful in this deck because: 
1) You need to discard a card for Pellinore's effect; if Pellinore came from Campbell or Pwyll its a +1. Discard to ride Pellinore = -1>Pellinore attacks>Drive Check = +2; overall = +1. 
However if Pellinore came from Messenger, Rud, Shooter or Heli it's a 0.
Rearguard effect (either goes into soul or discard a card) = -1>Discard to ride Pellinore =-1>Pellinore attacks>Drive Check = +2; overall = 0.
If you started with Gurguit or ride back in to Gurguit his on stride skill CB1 to call a card gives you a +1 or 0 if you had to ride him but his +1 gains power and because I play other advantage generators such as Pwyll and Dindrane (more on her later) it can potentially be a +2.

2) When you ride over Pellinore he becomes soul...combined with the rearguards that go in to soul; yeh the soul is gona be big which is perfect for Gurguit's GB2 skill which essentially gives you an extra card to guard with (if you get lucky and hit a sentinel, u can use that =D provided it's not a PGG aka Holy Mage as he needs to be called from hand).

Listener of Truth, Dindrane
AUTO:[SB(1)] When this unit is placed on (R) from your deck, if you have a «Gold Paladin» vanguard, you may pay the cost. If you do, draw a card.


Dindrane gives you a +1 when she's called from deck; a nice card to utilize the soul and as another superior call option.





Knife Throwing Knight, Maleagant
AUTO:[SB(2)] When this unit is placed on (RC), if you have a «Gold Paladin» vanguard, you may pay the cost. If you do, choose up to two cards from your damage zone, and turn them face up.








Holy Mage, Bryderi
CONT:Sentinel (You may only have up to four cards with "CONT:Sentinel" in a deck)
AUTO:[Choose a card from your hand, and discard it] When this unit is placed on (G) from hand, you may pay the cost. If you do, choose one of your vanguards that is being attacked, and that unit cannot be hit until end of that battle. Then, if there is a card named "Holy Mage, Bryderi" in your drop zone, choose a card from your damage zone, and turn it face up.

Between Gurguit's stride skill and reaguard effects this deck is very CB heavy so Maleagant and Bryderi puts in a lot of work unflipping those damages.

Halo Shield, Mark
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 (G), 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.

Mark and Bryderi technically fills the same roll but notice that Mark is "When this unit is placed on (G)" and Bryderi is "When this unit is placed on (G) from hand". Mark's effect can be used when you find him via Gurguit's GB2 skill while Bryderi's skill can't, so I play 1 just for the extra sack =P

Dawning Knight, Gorboduc
AUTO:[Choose a grade 3 card from your hand, and reveal it] When this unit is placed on (R) from hand, you may pay the cost. If you do, search your deck for up to one grade 3 card with "Gurguit" in its card name, reveal it to your opponent, put it into your hand, shuffle your deck, choose a card from your hand, and discard it.
CONT[Hand]:While you are paying the cost for Stride, this card gets grade+2.

Gorboduc is a important card for this deck not only to make sure you can stride every turn but also as an insurance policy making sure you ride in to Gurguit as well as providing a little deck thinning.

Golden Dragon, Scourge Point Dragon
AUTO(V):When your unit is placed on (R) from your deck, that unit and this unit get Power+5000 until end of turn.

Scourge Point is another generic Gold Pally stride that just synergises well with the clan; every time you superior call something it and the rearguard gets power. If you pull Pellinore's effect after you stride in to this Pellinore will gain the +5000 power making him a 15000 for the turn, combine this with Pellinore's LB4 skill and he will swing for 20000 unboosted which is not bad if this is a second vanguard attack. Scourge Point also combos very well with Gurguit's stride skill giving the called unit a total of +7000 power and of course any units that are called from Messenger, Rud, Heli and Pwyll.

And for the triggers I run 8 crit, 4 stand and 4 heal. Stride reliant Gold Paladin decks right now do not have a game ender. Scourge Point Dragon does help a little but unless they are on 5 damage having big power is almost meaningless thus the 8 crits are needed to apply the extra pressure on top of the big numbers; the stand triggers in this deck function as another insurance policy for your on hit effects and Pwyll. Didn't get Pellinore off? Here's another chance. 

The crits and heals can really be any cards you want but for the stands I highly recommend running Gigantech Ringer because he has a very good effect.

Gigantech Ringer
AUTO(R) GB1 (This ability is active if you have one or more face up G units in total on your (V) or G zone):[Put this unit on the top of your deck] When your other unit is placed on (R) from your deck, you may pay the cost. If you do, shuffle your deck, draw a card, and that unit gets Power+5000 until the end of turn.

Not having a Pellinore in a check is quite common and Gigantech is simply another target for you to superior call versus calling a regular trigger. You can also use him as a booster/attacker and have him return to the deck later which can be useful in a hit an run strategy against annoying decks such as Link Jokers.

And here is the complete deck list with some notes:

G4: 8
3 Golden Dragon, Scourge Point Dragon
2 Fast Chase Golden Knight, Campbell
2 Golden Dragon, Spearcross Dragon (used for recovery plays mainly against Kagero and Gear Chronicle where they can board wipe) 
1 Rain Element, Madew (used when your forced to ride Pellinore; it can get you back a Gurguit or keep you striding)

G3: 8
4 White Hare in the Moon's Shadow, Pellinore
4 Sunrise Ray Knight, Gurguit

G2: 11
4 Holy Mage, Pwyll
2 Citation Liberator, Heli
3 Law-abiding Knight, Cloten (12000 attacker; synergises very well with Gurguit and Scourge Point hitting magic numbers; 17000:21000)
1 Lop Ear Shooter (his really here just for the extra sack)

G1: 14
4 Dawning Knight, Gorboduc
3 Holy Mage, Bryderi
1 Halo Shield, Mark
2 Listener of Truth, Dindrane
2 Knife Throwing Knight, Maleagant
2 Invitation Liberator, Rud

G0: 16
8 Critical Triggers
4 Gigantech Ringer (Stand Triggers)
4 Heal Triggers
1 Spring Breeze Messenger


*Notes*
- Always keep track of the triggers you've used; if you still have stand triggers in your deck, attack with a rearguard first.
- Keep track of your soul; you might need to use Gurguit's effect.
- If you plan on calling units on top of existing rearguards make sure its worth it; if it's not going to force an equal amount of cards from the opponent's hand don't do it; it's a minus for you.
- Going second is more advantages in this deck; Your opponent will ride grade 2 first giving you the opportunity to Pellinore (superior ride) early as well as the chance to stride first.
- Make sure you are getting the most value out of your rearguards; units called with Gurguit and Pwyll effects can be used to intercept because they weren't there in the first place, they're basically free attackers/shields.
- Use your judgement calculating what cards are still left in your deck to decide who's skill to use during the course of the game; you probably don't want to prioritize sacking Pellinore's effect if there's only 1 left in your deck...




























































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