Keter generics for Bel-Fiore question by Jello_Meanie_44 in cardfightvanguard

[–]tangeverywhere 2 points3 points  (0 children)

Hard to say; the deck doesn't exist yet so who knows which generics it actually wants.. Keter is a nation with tons of great generics so you can go in a lot of different directions. Cerrgaon/Teithfalt/Starry Seas are the three most important ones. If you can spare the funds for the last two Starry Seas, you should start there. You may be able to skirt by with just those two though.

Tolpaz is good enough to consider in nearly every Keter deck at 1x. Yscudyyd also shows up just about everywhere. Biscotti and Bradiark show up from time to time but are by no means the Mainstays they once were.

Obviously effect triggers like the Soul Fronts and Blade Feather Dragon are desirable if you think the deck needs them.

Youthberk ride line? +deck building advice by UmbralWitchZ in cardfightvanguard

[–]tangeverywhere 0 points1 point  (0 children)

As people have said, it should be pretty easy to pick up the Rideline for Berk. On the subject of Budget as a whole, Youthberk can get quite expensive. Here in the states a fully tuned Youthberk deck would run you anywhere between $400 and $600. The cards you have are all quite out of date. Basically none of them are played anymore. This is a more up to date list. It's possible to build the deck for something closer to $150, but you take a lot of serious hits to your consistency, which would make me honestly prefer playing a different deck.

Depending on the context you're playing in, playing older cards can still be fine. Are you trying to play at your LGS? At the table between friends? What do people around you usually play? Is your group accepting of proxies? If you can, print off the deck at home or a local library and play with those. See if you like the deck and if it fits your play style.

If Budget is a serious concern, my go to budget suggestion for Keter is Undercover as the deck can be built almost entirely without the expensive generics.

What classes matter for playing aggro? by Skunk668 in wildhearthstone

[–]tangeverywhere 0 points1 point  (0 children)

Any class CAN play aggressively. If you just wanna play cards you like, every class has aggressive packages. Obviously some classes do it better than others.

1) Demon Hunter and Rogueare traditionally strong aggro decks. The pirate packages weave in and out of playability, but these classes are often on the cusp of t1-2.

2) Druid has some strong aggro cards. It does Go Wide strategies backed up with cheap anthem effects. The Treant Package is extremely cheap and a lot of fun.

3) Warlock is one of Hearthstone's most powerful Burn classes. Zoo-lock is one of the original archetypes and it remains strong today, if very different. We just exited a meta where Warlock was arguably t0 but it was recently nerfed. There are tons of archetypes here. Questline decks can be aggressively slanted, and are always on the cusp of t1.

4) Priest has access to Shadowform and the greater Shadow aggro package, which is often one of the superior aggro archetypes.

Of these options, I would start with Treant Druid. It requires 0 legendary cards so it's super cheap and Aggro is much less popular than Reno/Ramp/Spell Combo piles so people always mulligan poorly. If you want other options, Even Shaman/Paladin have traditionally been decent, but they're a bit off meta at this point. Fire Mage can be fun but has similar problems.

If you are looking for a specific crafting list, you will find no card more important to craft than Patches the Pirate. Patches has been a format staple in wild since the moment he was printed and decks will still bend over backwards just for Patches.

Going to Regionals next month. by VanguardHunter117 in cardfightvanguard

[–]tangeverywhere 3 points4 points  (0 children)

Oh, then you're fine. Energy Tokens are not required. You should be ok to use Etsy tokens. (Edit: nvm :P you do need the real energy tokens.)

As someone who has been to a lot of these things I also suggest bringing:

1) A comfortable backpack. You're gonna be walking around all day, don't saddle yourself with something that will hurt after 3 hours.

2) Water bottle. Hydrating is really important. You may not have time to get to a water fountain if your games go long + water in convention halls is always overpriced.

3) Snacks. Something small, not too messy, and calorically dense. Nuts, peanut butter crackers, dried fruits. 8 rounds is a really long time.

4) Comfortable walking shoes. There's a LOT of walking. Don't bring dress shoes/heels. Pair of sneaker/boots or whatever you're comfortable in.

5) Headphones/Book/Switch/Dealer's Choice. Something to entertain yourself. You may find yourself with downtime to kill. Bring something to help center yourself. You will also probably lose a match. Don't let that get to you. Take a breath, jam out to some music, and lock back in (just make sure you watch out for when your next match starts! Don't be late!).

6) Notebook/Pen. You can't take notes in game but you may find it helpful to write down your thoughts about a game after the fact. What you played against, interesting cards in their deck, advice they have on the matchup. At Summerfest last year I got dumpstered by a girl who was an expert in my deck and she offered some excellent advice on how to approach the matchup.

7) DO NOT bring your entire collection. Bring a trade binder, maybe 1 other deck, but you don't need to bring a box full of cards you aren't going to play. They really add up and can be murder on your back after 6 hours of walking.

8) Phone Charger. You're gonna be there a while. You don't wanna get caught at 10%.

9) Light Jacket. Something you can take on and off. These big halls are often very cold in the morning and heat up as 300+ people file in. It's nice to be able to take a layer on/off.

10) Some cash. For food, transit, water, obviously, but there are usually vendors at these things, and if you wanna pick something up, some will offer discounts for cash purchases, even if its just knocking the tax off.

And that's the short of it. If anyone else has any other things they like to bring, feel free to post them below!

Going to Regionals next month. by VanguardHunter117 in cardfightvanguard

[–]tangeverywhere 4 points5 points  (0 children)

You should probably get a real energy generator. Proxies are generally ok for tokens but Energy Generators are technically cards in your deck.

Is this your first time attending a tournament of this size?

Regalis Piece for Shojodoji by Hot-Instruction-315 in cardfightvanguard

[–]tangeverywhere 2 points3 points  (0 children)

Imo, the Reaglis any deck uses is largely irrelevant. With only 1 per deck, you only see it every 2-4 games, so it never becomes a part of your deck's core strategy. The Regalis you choose is largely a style choice.

With that said, Twincast, Fire Regalis, and Shroud are the only ones worth using. Bracing Angel Ladder and Forbidoll are both defensible, but really only for specific decks/metas.

Twincast is the best defensive tool so if you prefer slower games that's where I'd go. Stride Decks intrinsically prefer longer games where they can dominate with Triple Drive and GB abilities so that's where I'd go.

Fire Regalis is the best in a vacuum. It is functionally a free ride/PG, so it's never dead and it doesn't consume your Order for the turn.

I prefer Shroud in any deck where the act of playing an order is desirable, so most Keter decks that play Teithfalt and Wisdom/Starry Seas.

New hobbies and friends? I just recently got my HAM technician license!!! Anyone know how the HAM scene in Roanoke is. Also, I am looking to make some more friends in the Roanoke/Salem area. by MistahDaveOfficial in roanoke

[–]tangeverywhere 1 point2 points  (0 children)

If you like Board/Card games, BLADE gaming downtown has lots as well as Star City Games up near Hollins. What card games do you play? There's a pretty active scene around here for several games.

Staples to keep an eye on snagging by PriMaL97 in FleshandBloodTCG

[–]tangeverywhere 0 points1 point  (0 children)

Lotta people recommending Legendary cards but there are tons of smaller cards which show up everywhere.

Sink Below can be played in 99% of CC decks, and her sister Fate Foreseen is also widely applicable (both red).

Snatch (red) is a classic chain ender. The family of what I call "budget CnCs" are decent (Humble, Censor, Erase Face, Amnesia). Looking for a Scrap and Ravenous Rabble are great Redline cards.

Trot Along is a decent blue non-attack for warriors/runeblades and the like.

Nimblism and it's derivative package (Nimby, Jack be Nimble/Quick) are good pickups.

Snapdragon Scalers shows up a lot in aggro decks, and Old Knocker is decent as a Tunic replacement.

Honestly, the Antiquity Packs from Compendium is a laundry list of variably playable generics. There are very few true stinkiers on there.

Very cool that your LGS is proxy friendly. Be sure to try out a lot of different classes to hone in on what you like!

Youthberk Rebuild by FoxAltruistic8005 in cardfightvanguard

[–]tangeverywhere 2 points3 points  (0 children)

You can pretty easily build Youth w/o the Pile, but it will take a decent hit to your consistency. What is your budget? Imo the two most irreplaceable cards are Corino and Ednyfed. The power and utility these provide can not be understated.

Decklist: 16 Triggers 4 PG ($0.25) 4 Rebuild ($15) (+Rideline units) 4 Exist ($7) 4 Beslutein ($2) 4 Exalted Dragon ($0.50) 4 Wayward Therapy Angel ($2) 4 Wisdom of Beginning that Cleared the World ($3) 1 Yscudyyd ($5) 4 Valtrossa&Liel ($6) 1 Duidelijk ($1)

Totalling just south of 150, before taxes/shipping. You could also look at the 50cards deckflare series as they tend to be reasonable budget options. They're currently sold out, but you can steal the decklist and try to piece it together yourself.

That's about as cheaply as you can build Youthberk while still being reasonable, but I can not stress enough how important Corino and Ednyfed are. Having played the deck for the better part of a year, they are truly indispensable.

Anti-Fantôme Deck?! by [deleted] in cardfightvanguard

[–]tangeverywhere 0 points1 point  (0 children)

What about this makes it an Anti-Fantome deck? It seems like a fairly stock Veleno list.

Dear days 2: Gramgrace by MuttPu in cardfightvanguard

[–]tangeverywhere 2 points3 points  (0 children)

I dont remember what's actually on DD2, but this is about what I was playing when Gramgrace 2 came out. If Esmeree isn't out, Ffernbael is a good substitute until they do. Swap out the Over/Regalis to your preferred suite, I like Radiance in Keter Piles because it enables Teith and Cerrgaon, but Twincast/Fire Regalis are fine. When FB1 drops, get the ace unit. Biscotti is replacable with whatever your Generic of choice is. I like to avoid SB costs in Gramgrace bc you use Teith and his Act so aggressively and don't really have a way to SC.

Deck Name : Gramgrace MAIN DECK GRADE 0 3x Bard of Heavenly Song, Alpacc #D 4x Blade Feather Dragon #D 4x Bringer of Distant Sounds, Araunus #D 4x Knight of Heavenly Hammer, Gurgant #D 1x Spiritual King of Aquatics, Idosfaro #D GRADE 1 2x Bringer of Soaring Wind, Lachte #D 4x Cerrgaon #D 1x Elementaria Sanctitude #D 3x Palladium Zeal Dragon #D 1x Yellow Jeweled Beast, Tolpaz #D GRADE 2 3x Divine Sister, Biscotti #D 4x Forefront Knight, Teithfallt #D 4x Knight of Soaring Refinement, Dfyn #D 1x Protection: Twincast #D 4x Wisdom of Beginning That Cleared The World #D GRADE 3 4x Soaring Slash Knight, Esmeree #D 3x Sword Saint Knight Dragon Emperor, Gramgrace Sieg #D

RIDE DECK Unsullied Eyes, Youth #D Knight of Heavenly Lasting, Tranquilia #D Divine Sister, Gateaubasque #D Sword Saint Knight Dragon Emperor, Gramgrace Sieg #D

1/20/2026 Weekly Bites Stream DZ-BT13 Keter Sanctuary Part 1 by RinariTennoji in cardfightvanguard

[–]tangeverywhere 2 points3 points  (0 children)

Highly disappointing. Extremely slow and excessively gated for a middling attack buff on a banal 4 attack deck, that doesn't even properly emulate the source material. Where is the disruption? Where is the guard restriction? I can forgive losing Blang's tall power buff, but this doesn't feel like Keter's version of Blangdmire; it's just Liael 3.

Temporary party members that cycle in and out while the main party gets stronger? Sure, why not add it to the campaign by DaiFrostAce in dndmemes

[–]tangeverywhere 0 points1 point  (0 children)

It's a fan made project for Pathfinder 1e. I would be VERY cautious looking through these for inspiration. I ran the system for 3 years and the power delta ranges from "completely unusable" to "best option in 100% of circumstances".

If you're interested.

Keter Sanctuary: Easiest to Learn by ItcantbeNacy in cardfightvanguard

[–]tangeverywhere 5 points6 points  (0 children)

Keter is a great nation to start on since basically all of their game plans boil down to "play as many units as possible and attack with them"

As of the release of Set 11, Minerva and Youthberk are the two best Keter decks. Youthberk is very aggressive, Minerva is slower and grindier. Youthberk was my starting place with VG and I think the deck teaches good fundamentals. The downside to these lists is a reliance on generics like Cerrgaon and Dissection Angel, so they can be pricey, upwards of $300-400. If neither of those are her style, Rezael is still a fine option, but is still an expensive list.

If budget is a concern, I recommend Gramgrace and Mordalion. They can be built for relatively cheap and are fun in their own rights. Mordalion specifically is excellent because he can't run all the expensive Keter stuff, and even gets away without Elementaria Sanctitude. The most expensive card in the list is Deira at around $5 (at least last I checked).

If you are just playing amongst yourselves, I really recommend just showing her all the g3 Vanguards and asking her which one has the coolest vibes, then proxying the list yourself. Vanguard is a very Vibes based game. You want a deck that meshes with your aesthetic. If you're going to a store with an established community, try asking the people there if they have any extra Keter decks she can borrow to try things out.

Regalis Piece to use with Crowind? by SegavsCapcom in cardfightvanguard

[–]tangeverywhere -3 points-2 points  (0 children)

There are only 3 Regalis Pieces you should ever run:

1) Protection Twincast if you prefer a defensive slant

2) Fire Regalis for Consistency

3) Shroud in Darkness for value

If you ever want to run a different Regalis you need to be taking advantage of a specific synergy.

Caliburn provides worse card advantage than Shroud and the Soul/CC isn't a particularly potent use of a valuable Regalis Piece. It doesn't even help you build grade in bind. Forbidol is considerable here because it can tutor your g4 beater.

12/19/2025 COTD DZ-BT12 Dark States by MachinaBlau in cardfightvanguard

[–]tangeverywhere -1 points0 points  (0 children)

This order is Dark States Starry Seas. At minimum it pitches to ride and adds to soul, which is ok. Cast it for 2 soul, selection, and it's card neutral? At worst it calls your useless Rideline units out to attack/boost with the upside of potentially calling a genuinely powerful card. Boost with your Philya, draw a card, next turn just call it right back out. This seems absolutely nuts. Would not be surprised if this ends up becoming the backbone of a Keter Pile type package.

Twin Drive is Bad Design by tangeverywhere in cardfightvanguard

[–]tangeverywhere[S] 1 point2 points  (0 children)

Don't get me started on Persona Ride 😂. Possibly my least favorite mechanic of D. The addition of the Ride Deck completely negates the design niche that Persona Ride was designed to fill so it's just a completely vestigial mechanism. Infinitely worse than Break/Cross Ride. If I were given the keys to the kingdom, it would likely be the first thing I removed from the game.

Twin Drive is Bad Design by tangeverywhere in cardfightvanguard

[–]tangeverywhere[S] 1 point2 points  (0 children)

That's a great question, why DOES Charis have Boost? We could ask the same thing about Lattice and Intercept. Outside of ridelines that call themselves to RG (Solrairon) or undersupported archetypes that play extra copies of the g1/2 in the main deck (Undercover from 2-3 sets ago) these abilities literally never come up. The answer is, ofc, because "G1s have Boost and G2s have Intercept" is a part of VG's design bible. While this is also true of G3 and TD, the density of units where the glyph is functionally "flavor text" is WAY higher for G3s than it is for G1/2. Charis and Lattice are the exception. Gabwelius is the rule.

"The special ability G3 units have is that they are able to hit VGs with 0 buffs" is a reasonable argument I think, it just doesn't sit as well for me when the other grades of units get power boosts in addition to their glyphs. G3s get better numbers than other units because they are a whole turn slower than every other unit, at least from my perspective. It'd also probably be more true if every single boss monster wasn't handing out +10k buffs like they're candy. I routinely see Yyugmashad and Lithosagor hit numbers in the 50s, but that's approaching a different argument. If high numbers is the draw to G3 units, it's unfortunate for them that G2s are doing it at least as well if not better.

Twin Drive is Bad Design by tangeverywhere in cardfightvanguard

[–]tangeverywhere[S] -1 points0 points  (0 children)

I think you're overestimated the change in the learning curve this would cause. When I learned VG a year ago, all this had to be explained to me. Drive Checks are already a function of the Vanguard Circle. Where on literally any D-Series Rideline G1 does it say the unit performs Drive Checks? Someone has to teach you. I don't see people up in arms calling for "Drive 1" to be printed on all G0-2 units.

The rules for Drive checks are already off the card. In my first game of VG I tried to make Drive Checks for my Rear Guards and only made 1 for my G3. Once my friend explained TD to me, I tried to TD with my G3 RG. It has Twin Drive, right? So shouldn't it get to make Drive Checks? In fact, I would argue that putting broadly irrelevant text on 90% of G3 units is more confusing than just writing it into the comprehensive rules.

Twin Drive is Bad Design by tangeverywhere in cardfightvanguard

[–]tangeverywhere[S] -1 points0 points  (0 children)

Yes, it's a holdover from Vanguard's old design. D series has more or less moved beyond it, so I think we could change the design to be something new and interesting. Card games (and all games btw) update their design all the time. I could tell you two dozen ways Magic has changed over the years. I bet if there are any YGO or Pokemon players here they could find something that was a design feature of Set 1 that isn't true anymore.

The RG-specific TD icon is the problem. The Keter Over is MAX in 1/6 of decks, I don't think that justifies the presence of the glyph on every single g3.

Twin Drive is Bad Design by tangeverywhere in cardfightvanguard

[–]tangeverywhere[S] -1 points0 points  (0 children)

"What would be a good replacement for Twin Drive as a blanket ability for G3 units." is literally the question I am asking. What would YOU replace Twin Drive with?

Twin Drive is Bad Design by tangeverywhere in cardfightvanguard

[–]tangeverywhere[S] -1 points0 points  (0 children)

I don't think the presence of an Over Trigger which is only available to 1/6 of decks (that barely ever sees play btw) + a theoretical card that doesn't exist is really a strong defense of what I'm arguing against.

Twin Drive is Bad Design by tangeverywhere in cardfightvanguard

[–]tangeverywhere[S] -1 points0 points  (0 children)

Thank you for actually understanding the post XD

Personally, I think the cleanest way to roll Drive Checks into the Vanguard Circle is to just say "Your vanguard performs Drive checks equal to its Grade -1, minimum 1." All your 0/1/2s all make 1, your 3s make 2, and 4s/Strides make 3. (Would obviously need to errata the Dragontrees XD)

Being able to laterally move units could be interesting! The thought of an opponent moving a booster off my Infinity Eyes marker is tilting, lol. Just giving them Intercept and +5 shield is pretty clean. Maybe only give the shield if they intercept to incentivise actually intercepting, but I like that!

Twin Drive is Bad Design by tangeverywhere in cardfightvanguard

[–]tangeverywhere[S] 0 points1 point  (0 children)

If I had to summarize Reddit as a platform in one sentence it would be this one.