Friday, October 17, 2014

Maiden of Venus Trap Reverse - Advanced

Hello everybody, and welcome to SO IMBA!

Where we learn how to be a better cardfighter.

I am your host Rauzes, and today, we discuss the Maiden of Venus Trap deck at a highly advanced level.

I am back to blogging after a long hiatus simply because I have ideas to share about this game, and there seems to be a lack of blogs in english discussing actual advanced level vanguard to the level I want, so I decided to fill in the gap.

I know Maiden of Venus Trap Reverse is old old card from 14, but the deck seems to be performing suprisingly well, despite similarities to the Luqier Reverse deck.

So, the decklist is as follows:

4 Maiden of Venus Trap Reverse
1 Maiden of Venus Trap Muse

4 White Rose Musketeer Alberto (Damage Unflipper)
4 Maiden of Cherry Bloom
4 Hey Yo Pineapple

4 Maiden of Blossom Rain (Null)
4 Maiden of Cherry Stone
3 Tulip Musketeer Mina (Damage taker)
4 Lady of Sunlit Forest  (Rest Discard 1 Draw 1)

8 Critical, 4 Stand, 4 Heal
FV: Brocollini Musketeer Kirah.


So, first matters first.
Why so only 5 G3?
Why no Master Wisteria??
Why no 8 Crit 4 Draw???

Simple answer to the first one. You have no intention of riding anything other than Maiden of Venus Trap reverse.
Why bother? If your deck is centered around one card with the other G3 being supplemental or backup, you dont actually need that many G3s in your deck. In fact, a grand total of 5-6 should be just fine. The reason you need 8 in break ride dependant decks is that you want to actually get break ride off. which you need the breakride itself, a G3, as well as another to trigger it by turn 7-8 (So the turn after you ride G3).
However, if you ride one unit and intend on sitting on that unit for the rest of the game, what do you need so many G3 for?
The math has been done, and the difference between 8 G3 and 5G3, especially with a G3 searcher as FV, is close to a 6% difference in the ability to ride to G3 on time.

Contrast this to the much more than 6% of games where having a hand clogged full of G3s you are waiting on Null guards to throw to. If you dont have breakride dependant decks, OR a deck of two alternative G3s that function independantly well (IE Gauntlet Buster + Descendant), or another proper reason to run so many G3s(Crossride, Tyrannolegend, blah blah), Dont.

The playstyle of venus reverse means that you need to sit on limit break for several turns in a row, farming each turn for only one or two cards, and using that additional power pump to make the maximum of your locked card to maintain attacking prescence.
Locking too many cards cuts your attack prescence to make your turn not matter, and locking too little means you dont get to milk the advantage engine that is Venus Reverse for all she is worth.


As for Venus Muse, well, we needed a G3 11k attacker for backup ride, which works well with the damage taker that is Musketeer Mina.
Breakrides do nothing with Musketeer Mina, so Venus Muse it was. Potential advantage, but most importantly being 11k. If you draw Venus Reverse, you always ride over it because of the massive card power jump.



So, Master Wisteria.
Basically, Master Wisteria is terrible.
Not that its effect is bad, its just too easy to counter and work around.

Did I mention how its got atrocious synergy with Venus Reverse?

Someone said its got good synergy?

How?

With master Wisteria, its effect makes it terribly limiting in exactly what you want to call.

First off, when you break ride, choose two of your rear guards, and call to RG from your deck cards with the same name.

yeah, sure, break ride +2. Right?

WRONG.

Master Wisteria is terribly limiting especially for a deck who wants to farm advantage and roll to victory with 18 cards in hand.

When you break ride, what do you copy?

Two G1s?
So you have one G1 behind wisteria, and one in the corner.
So you get one for the other corner... and One in the front, which then you either have to replace and lose advantage or suffer with a bad power line on one end.

Two G2s?
First off congratulations in having 2 G2s survive a turn without being punished like mad by the opponent.
Second off, where do they go?
Behind the G2s? So they sit there for one turn in the corner unable to boost, twiddling their thumbs.

Good job. You attack for a so-so power line in the center and weak on the sides. Next turn, to set up for your next attack, you HAVE to intercept with both those units.

You traded 2-3 cards of attacking power and a G3 for 10k worth of shield and 10k power on your vanguard.

Great job. Terrible trade off. If those G2 were 9k, the opponent throws their 9ks to intercept and they might be stuck there attacking nothing. At best they were pineapples. At best.

Oh and next turn you have to have boosts for them.


G1 and G2.

The most ideal wisteria call, a G1 and G2 gets you one more boost and fills up the other line.

So why is this bad?

First off, you had to set it up.
you have to have 1-2 backrow units to boost, and one G2 to copy, AT THE BEGINNING OF YOUR TURN.

The weakness here is that at the beginning of your turn. This means you had one turn with some G2s out, a G1 behind one of them or your vanguard, and Wisteria out.
Wisteria who is a break ride.

Break rides completely telegraph exactly what their limit breaks do.

So, you have told your opponent with wisteria out that you want to start your turn with 4-5 damage, only one front row G2/G3, and one G1 in the back.

And expect them to walk right into it.
IF you were at 3, they attack RGs. Keep you off limit break
IF you were at 4-5, they attack RG ruthlessly. You are either forced to leave both of them to die, making wisteria only get a G1, OR guard for them, shredding your hand away.

Wisteria is interesting on paper, but the practical applications severely limit its ability to be utilised well.

Oh, and Maiden Reverse Synergy?

Maiden Reverse wants to lock one to get 1 Unit.

So, assuming ideal Wisteria ride, you get one G2, one G1.
So you have 4 RG units on your field.
One in corner, one behind V or in corner, and both frontrows filled.

Asking to limit break here is getting only one unit for one lock. You go from EXACTLY two units (difficult as detailed above) to a field of 4 units 1 locked, or full field at the end of turn.

And if you had THREE units at the start of your turn? Your venus reverse can do nothing without burning your own advantage by killing of RG.

Basically this. Wisteria into Venus is only good if you have exactly two units at the start of your turn, WANT to give up offensive ability to make advantage, yet are trying to burst-push with break ride power. So, rarely.

So why not drop break ride all together and go all in on the Venus Reverse plan?


The card choices here all reflect this

The Alberto, being damage unflippers, means that if it contacts, unflipping one damage can be converted into +1 Card advantage via Maiden Reverse.
Mina being a damage taker is to start the advantage farming early, the second you ride to G3. If you ride to G3 and are at 3 damage with Mina in hand, you can lock 1 or 2 and farm advantage early on, starting your Neo Nectary snowball to victory.

Lady of Sunlit forest
Here is a card choice. Originally it was any 7k to make power lines with Maiden of Cherry Bloom/Alberto, but the ability to rest and card filter is quite powerful.
First off, you can discard excess G3s(IE: All of them after the first Reverse) to draw actual guard cards, which is useful before you build up 7-8 cards in hand.
Card filtering can also be good in mid game where drawing that attacker you need is helpful.
By dedicating this card slot to Lady of Sunlit Forest, you increase your G3 stability by being able to amp up the draw power early game. One activation of Sunlit Forest rivals *getting* a draw trigger early on if you are thinking of drawing G3s. Two activations means you are two draw triggers.

Beware, however, that overusing this card will result in decking out, as youre going long game with additional draw and call from deck.

Lock Target.
Maiden of Venus Reverse loves Sunlit forest. You discard excess G3s, fill up your hand with blocky blocks, and then lock for more units.
Repeat for one or two turns and you will have built up quite a defensive hand because of your filtering and discarding 0 Shield G3s, as well as not having to call units from your hand.



Why no 8 Crit 4 Draw?

Short Answer is because a player is not terrible.
Defaulting to 8 Crit 4 Draw is a bad habit.

Yes, it is a beginner friendly trigger balance, and yes its highly reccomended for beginners, but now that youre here reading this article it means youre more than a silly beginner and you can play more trigger balances than 8 Crit 4 Draw, yes?

Every trigger balance, especially in higher level play, requires justification.

WHY?
Why are you running this, not anything else?

4 Heals -> Damage takers, determination to go Long game, and advantage off of venus reverse by healing flipped damage.

4 Stand -> Advantage farming. While draw triggers get you one card + 5k power and 5k shield, stand triggers while used correctly mean 5k power, a 5k shield off the opponent by attacking again, and a 10k shield in the hand.
The additional RG kill represents potential saved CA when they cannot replace the lost unit
The reason you pick stand over draw is that you have every intention of the game going long, and thus drive checking more than 6-7 times of damage check.

Therefore, if the game goes long, that extra 5k in shield in hand will matter more because you will be hitting more stand triggers (worth 4 cards on attack, 1 on defense) in your drive checks than draw triggers in damage checks (worth 3 cards on attack, 2 on defense)

If youre running 8 crit 4 draw, you plan on having less than 6-7 drive checks. Thats 3rd turn of G3 when going first, and  2nd turn of G3 when going second. IF your deck is doing that, fine.
If not, then reconsider your trigger base.

Stands also good in situations where corner is locked and you have already attacked with the weak no boost unit.

8 Critical.
Being NeoNectar means you lack burst, and push power. This is supplanted by the 8 critical triggers.

The extra crit means you can utilize the critical when they are at 4 to gain advantage over the opponent, when the opponent at 2-3 damage means you up the threat level of your RG and start burning RG, or better, the opponent takes a hit they could have easily blocked, leaving you open to attack more and target their vanguard for card burning at a later turn.

The extra crit in an advantage farming deck is there to actually deal damage, by using only one RG to attack with 2 crit, when the other RG and the vanguard went at RG, it leaves the opponent very open to misplaying and eating damage or blocking unnecessarily.

Usually, with this trigger balance, the attack pattern is:

Early turns
RG hit RG, the V hit V
If opponent has no RG, RG go at V, V take boost go at V
If opponent has 2 RG: V take boost go at RG, RG take down RG if not crit. If crit, go at V for 3 damage. Burn Stand effect.

When at G3
If all opponents RGs are 11k: Pineapple + boost at RG, V at V, then RG at V if criticals permit, or at RG if not. Stand pineapple to attack at RG, the power pump from stand trigger goes on the other RG (BECAUSE YOURE NOT A TERRIBAD PLAYER WHO PUMPS THE UNIT THEY STAND IN EARLY GAME)

If Opponents RG are 9k: Save your pineapples. 9k (with or without boost) go at RG, V go at other RG if without/locked boost, and other line is 9k+7k / 11k+6-7k. RG at RG will probally be blocked, so standing means that 9k swings again at their 9k RG, burning 5k intercept or 5k from their hand. You do not really care which.

Using stand trigger with lady of Sunlit Forest(when not locking)
Assuming the opponent is 11k vanguard, plop a 9k unit in front of her. Rest and filter hand. Vanguard going first is acceptable here because your stand trigger can stand lady of forest, allowing a 16/21k attack with the stood unit.

End game:
Enemy at 5 damage, you at anywhere from 5 to A billion cards in hand.
11k Pineapple with boost against V, V to V, RG with boost to V
Lock corner, call pineapple in front of locked unit, 16k go.



Calling and Locking with Venus Reverse

As detailed above, Venus Reverse wants to start locking and farming as soon as possible. the damage takers certainly help to an extent with this, as it is not uncommon to be at 2 damage, throw down 2 damage takers, and start the farm as soon as turn 5(So go first, ride to G3 first turn)

Always, always, when calling, consider power lines. Since locked units come back at the end of turn, you have to consider this when calling.
If you locked a corner Mina (6k), you shouldnt call a 9k in front of her(unless youre going first, opponent is 9k, youre calling out a Alberto, exceptions etc)
Instead, choose to call out a 7k in the other corner, etc.

When building your field in the earliest turns, keep in mind the +5k power can make things like Mina or Sunlit Forest into 11k/12k swingers, which are great for that turn, but can drop back next turn to boost. When the units are called, consider calling them to an empty column and swing, and then move next turn to boost.

Since your vanguard doesnt need very much to farm advantage when attacking, you can ideally always lock the RG behind vanguard(ideally a sunlit forest, or Mina). When the unit behind V is locked, you can swing at a G2 rear guard, forcing them to throw 10k to protect a 5k. +1 Card advantage over opponent! Alternatively you +1 card by killing the RG. Either way, until the opponent goes to 4, the boost behind your vanguard is ideal lock fodder.


Making the +5k matter.
"The higher the power, the more likely it is to be no guarded" is as myth as they come.

Its closer to "If you can make a units power higher than a certain point decided by the number of cards in their hand, it will not be guarded"

IE: If your opponent is at 3 cards in hand or 30 cards in hand, what they can and cannot block, and what they will and will not block are very different.

So, by whittling the opponents defenses down to a certain point by bullying rear guards, a 21k line (Call the 9k in front of 7k, and maybe add trigger power) is more than enough to rip through their defences earlier in the game and carry through a damage(or two thanks to crit triggers), while straight bash V strategies that are commonplace would mean you should guard this attack most of the time.

Additonally, by using the 5k power, you can actually farm out more cards from their guarding.

a 16k line, 16k V line, and 16k line are very different from a 21k line, 16k line, 11k line.

Why?
To block the first attack (assuming 0 Triggers), you require 10k, 10k, 10k.

To block the second attack you need 15k, 10k, 5k.
How is this different?

The latter is 5k +10k, 10k, and 5k.
IE: Minimum 4 cards

While the 10k blocks represent 3 cards.

Farm advantage through the smallest of tricks such as this, and surely you shall snowball the opponent in card advantage the Neo Nectar way.


Thats all for today folks. Class Dismiss.

Saturday, October 20, 2012

Why im not posting

1. Not bothered
2. Too busy with girls/work/study/other games
3. In all honesty there isnt THAT much depth to the strategy of Vanguard.

There is the inital level, where everyones like "Whao what a lucksacky game"
Then theres "Oh look at this bottomless chasm of strategy"
And then theres "Oh I jumped into the bottomless chasm, and landed after 2 seconds. It wasnt that deep."

There is a hidden depth of strategy to the game, but its NOT THAT DEEP

Theres only so much you can talk about and discuss about strategy, as much of the game comes down to:
1: Good Deck
2: High Power
3: Double Critical Trigger
4: 6th Damage Heal Trigger
5: Psyqualia. Because we all know its not "Just in the Anime"

Saturday, June 16, 2012

15k Defense

Hello everyone, and welcome to SO IMBA!,


Where we learn how to be a better card fighter.

I am your host, Rauzes, and today, we will be discussing Agravain's Megablast.

Yeah. That card that you took one look as and threw away as because its a Junk Rare.

"CONT [V]: This unit gets Power +1000 for each of your «Gold Paladin» rear-guards"."

This is the most important part of Agravain's effect that I would like to call attention to.

Notice that it does not have the words "On your turn", like Blonde Eizel does.

People call Agravain a "Watered Down Blonde Eizel", but I dont think so.

With its effect off, Agravain goes from a 10k squishy to a 15k Defense monstrosity.

Let me put that into perspective for you.
With 15k Defense, every attack that is not more than 20k Power can be shrugged off with a 5k Guard.

What used to be supposed to kill you: Burning Horn + Bahrs, Baromedes + Kei, Sagramore + Gareth...

Becomes just big enough to become a routine attacker.

Now, the problem lies with getting up that 8 Soul.

Gold Paladins dont have such wonderful soul charge support. The best they have is Coongal and Agravain himself.

But, actually Gold Paladins have an unseen form of Soul Charge.

Crimison Cub, Kryph, has an effect similar to Llew in Royal Paladins. By sending certain units to the soul, you can superior ride, given certain conditions.

However, both are worded in such a way that you can, in fact, use the effect knowing full well you will be not superior riding.

Now, this would normally represent a loss in card advantage, just sending 2 cards to the soul, but with Agravain, you must realize that...
Once you have activated the Vendetta Berserk, every attack's saves you 1 card.

Thus, the faster you achieve the megablast, you can shrug off everything with no problem.

Yes, you lose 2 cards. But, this represents a 2 turn faster megablast, a 2 turn faster 15k defense, and... given they attack with 3 units, saving 3 * 5k * 2 turns. A whooping 30k worth of cards.


Re-riding Agravain just for the extra soul is another choice.

I hope you now see the worth in Agravain. 17k on the attack and 15k on the defense is crazy enough. A double crit simply means you can dedicate part of the deck/your play to stand style stalling.

Friday, June 15, 2012

Rukie

So the new pale moon limit break is out, Rukie

Seem may say that it's effect is too costly, being three counter blast.

But do remember that Rukie will call into the rear guard one grade 0 unit.
This is where the pale moon stand trigger sky high walker comes into play.
By moving him from the rear guard to the soul, you can open one damage.

This significantly lessens the cost of the limit break, while upping your attack power.

Also, if you call out purple trapezist, you can send back either the g2 or g3 to call out sky high walker again, and send them back for opening one damage.

So, by using the limit break, it becomes a cb1 to gain 15k power, call two units from the soul.

Which is deadly.

Also, you might be able to use the effect again next turn!

Wednesday, June 13, 2012

The Vendetta against Stand triggers

Hello everyone, and welcome to SO IMBA!,

Where we learn how to be a better card fighter.

I am your host, Rauzes, and today, we will be discussing why people hate stand triggers so much.


Well, if youre one to one to jump down to the bottom of the post when you first read it, I'll make this easy for you: You're playing them wrong.


In deck building, most decks play 4 Heals, about 4 draws, and the remainder 8 slots are fought over by STAND and CRIT triggers.


Now, the reasoning is that with CRIT, you have to deal less damage to defeat the opponent, but with STAND triggers, you have more attacks to defeat the opponent.


The reason why everyone things CRIT triggers are so much better is that they are applying the same thinking that makes CRIT triggers work best... to STAND triggers.

One crit that makes it in gives the opponent one more damage, meaning that the CRIT trigger itself, not including the 5k power, saved you one more attack of 10k/15k guard, which is massive amounts of advantage.


Stand Triggers, without the power, would stand the unit, and, the stood unit, assuming the opponent was of lower power, would only need 5k to guard that next attack. A gap of anywhere from 5k to 10k, right?


Lets take an example situation.
Your deck runs 2 Crit Stand, 4 Draw, and 4 Heal.

The opponent's 3 lanes:

Blaster Blade boosted by Toypugal.
MLB with 12k Boosted by Toypugal
MLB boosted by Maron
18k/21k/18k, for those who cannot math.
3 Damage


and Your field:
Empty slot, with Bahr Behind
DOTE with 13k, with Flame of promises Aermo behind. (17k/23k lane)
Empty slot, with Bahr Behind

And your hand: Wyvern Strike Tejas, Berserk Dragon, Hidden Dragon Striken, Wyvern Strike Gyuntul  Wyvern Guard Barri.
4 Counter blast open
2 Soul(not including Overlord)

Now, take a few seconds and think: what would you call?





If your deck was all crit, you would call out Berserk Dragon and Striken, as both would form the 17k lines you need to properly whack the opponent, and focus down the opponent's Vangaurd. Berserk would burn down the Toypugal behind Blaster Blade or behind MLB.


This isnt wrong, but this changes if you were playing in STAND.
Now, a lot of players who play in many STAND make the mistake of attacking with all of their RG before their Vanguard. 
If you were playing Nova Grapplers, where on Vangaurd's attack would wake up your whole field, then yes, this is a great idea, but not so great in our scenario.

Now, if you were playing in 6 Stand, what would you do?
In CRIT based decks, your attacks to rear guards would only be if they made lines that would force a 15k or more guard.
However, in STAND decks, you could harass the rear guard lines that only called for a 10k Guard, giving you more and more ability to guard.


In stand type decks, if you harass the 18k lines enough, they will eventually break, making them lines that either are not attacking, are a 5k guard, not able to attack you at all!(Wonderful!)


With this hand, you have several options: A Tejas, a 10k, a pinpoint removal, and a Gyundul, which will stand and attack for 11k.


So, what I would do would be to call out the Tejas and the Berserk Dragon, and Burn the Toypugal behind the MLB.
I would attack with Tejas and Bahr attacking the rear guard MLB.
I do this because the Blaster Blade 18k line is dependant on the RG MLB to become 18k. That, and if I stand the Tejas, I could potentially break the easiest access to 18k lines: 8k Boosters.



The next thing to do? Attack with DOTE, boosted by Aermo, without using Aermo's effect.
This is 17k. You dont quite need to push the 23k yet, as the opponent can willingly take the damage. You are already hitting for 15k guard.

IF you got one stand trigger, pump up the Berserk Dragon, and Stand Tejas.
If you got a second stand trigger, stand Bahr and pump up Tejas.

IF you got a DOTE followed by a stand trigger, by some miracle, you could stand up the Aermo behind the Vanguard, and attack for 28k. Crazy.

Now, why didnt we attack with Berserk Dragon first? Couldnt we stand that and gain another attack?

The reasoning behind this is that yes, you get another attack, but how effective was that one attack?
It was pretty useless. 14k? 13k? 5k guards.


However, since Berserk Dragon had a nice 10k line formed, pumping another 5k there would force a 15k guard, making the attack go through, no?


Tejas already has a nice attack target, so theres no real need to give more power there.

Ok. Continuing on the situation.
Lets say a very reasonable situation occured: They perfect guarded the DOTE attacking the Vanguard(Who wouldnt?) You only get 1 Stand because you dont have psyqualia. You drive check Burning Horn Dragon

Now, the opponent is still at 3 Damage, so you use your 8k Tejas to whack Maron, and use Berserk to push in the 4th damage.


Now, assuming the Tejas's attacks hit(Guarding the MLB would be a waste, Maybe not the Maron.)
So, although you only got 1 Damage through this turn, you effectively wasted the opponent's entire field.
Whether or not the opponent can mount a proper counter attack is entirely dependant on their hand. It is highly unlikely that their hand would be good enough to be able to deploy units while having the threat of instant death Via Overlord THE END hanging over them.

Guard. 5k intercept. Guard. 10k. Guard... wait cant touch this? Aww cry more. 


As you can see, by using Stand properly, you can easily ensure your own survival more than the opponent's death.

Just remember that you CAN attack rear guards, and attacking the Vanguard only is not always the best choice.

And, as always, thanks for reading.

Sunday, June 10, 2012

Deck Not keeping up...

Yeah so recently Im being steamrolled over several times per day.

I really felt like my deck wasnt keeping up with me.

But maybe, It was me who was unable to answer to my cards.

Saturday, June 9, 2012

Pendragon

Pendragon.

I tried it once.

I hated it so much, I actually considered re-starting Yugioh.

Yeah.

Its that bad.

Thursday, June 7, 2012

Back to Basics

Hello All, and welcome to SO IMBA!,

Where we learn how to be a better card fighter.

I am your host, Rauzes, and today, we will be discussing Fundamentals.

Fundamentals.

People act as if the game of Cardfight Vanguard is a complex and difficult game, which is why some people who know how to play win, and some who dont play well dont.



Its not.


Repeat after me.

It. Is. Easy.



In games such as Magic the Gathering and Yugioh, where things happen left and right and you dont know whats going on, yes, it is quite complex.


However, the Beauty of Vanguard is its simplicity.
Seriously. A game where you only can RIDE and CALL, is it that hard?

I'd like to liken Vanguard to Basketball.

Why?
Simply put, strong players are only strong because they have their Fundamentals down, and use them.


Unlike a game such as MTG, In Vanguard, you can go and probably will grow from Rank F to Rank B+ Entirely on the basics of the game!


So, take a good moment to go back to the basics.


Guarding properly, Power Lines, Riding properly, and proper placing of triggers.


Try going back to the basics for a while. Throw away all your fancy plays and tricks, because these dont win.


Power lines, Guarding, Riding, Trigger Checks.

Focus on knowing your matchup.
If youre facing a 10/11k Clan, make 20k lines and dont plop out so many weak boost units.


If youre facing a MLB, Make 17k lines as constant as possible.

If youre facing a DOTE or PBO, make 18k lines as constant. Save your 11k Attackers for the Function 7k boost. Put 10k in front of 8k.
Easy things, simple things.

Guarding.
Think about how much damage you have.
Guard with as little as possible hand each turn, but also to minimize the amount of damage you take.

Riding
Dont ride a 8k G2, Dont ride a 10k when the opponent has 3 20k lines, etc.


People, simple stuff like this wins games.
Simple stuff like this makes the difference between a player who only lucks out his wins and one who can trample everyone.

Basics. Review them.

 

Saturday, May 26, 2012

Rauzes has gone AWOL

Rauzes has gone AWOL due to exams.

Please check back here in 2 weeks time for any updates on his survival.

In the mean time, please enjoy the following blogs:
http://herocfv.blogspot.com/
http://cardfightersunite.blogspot.com/

Friday, May 25, 2012

Spectral Halberd


Ciao a tutti, and welcome to SO IMBA!,

Where we learn how to be a better card fighter.

I am your host, Rauzes, and today, we will be discussing Spectral Duke Dragon... 's two play styles.

Spectral Duke Dragon's ride chain has two effects, one from the ride chain itself, and one from Spectral duke's limit break.

Now, Spectral Duke's limit break has the same cost as Damned Charging Lance from Phantom Blaster Dragon.

Is it better?
yes. yes it is.

Lets calculate!
Lets say you boost with 8k, and both are 11k power.
For Phantom Blaster, you have to feed during the main phase, pumping him up to 29k attack and 2 crit.
If the opponent is 11k, that means theyll throw 25k guard total, or a null guard.

For Spectral Duke, when you attack first, its 15k guard(2 triggers to hit), followed by him using his limit break, standing, and attacking again.
Assuming you got 0 triggers and did not put power to Spectral duke, which you should have(but stand/crit to rear guard), that would be 10k to guard.
Hence, Spectral Duke burns out 25k Guard MINIMUM, and avoids the null guard problem.

Phantom Blaster Dragon, however, has Phantom blaster overlord so its still tier 1 imbaness.

However, one time you must keep in mind is that losing 3 rear guards, no matter what stage in the game, is a heavy cost, so either effect it is best to use only once.

The second effect is the Ride chain.
When you ride G2 and G3 of the chain, by retiring one rear guard, you may call the top 2 cards of your deck(if the deck is all GP).

Hence, by sacrificing one card, you gain 2 RG. By sacrificing one of those, you gain another 2.
So, you gain 2 Rear guards for no cost(almost)

Using this effect, you can either get a bunch of boost units in early game, and start pushing in damage, or have out several G2 and G3 attackers easily.
And lets hope the opponent doesnt be on the receiving end of G2 Ride -> Call 2 Manawydan/Gigantic Destroyer.

Now, this does come with the risk. The risk of calling weak G0 triggers.

My advice, however, is to just call these guys out.
Although your deck trigger count is lower, triggers in the deck represent "potential" power, whilst cards on the field are outright THERE, and doing stuff for you already.

Like I mentioned before in Rush VS Control, early game 5k boosts are really powerful, but they just suck late game, need to be retired to replace, and hence would represent a loss in advantage.

UNLESS
You could retire them to fuel certain effects, such as Granblue, Phantom Blaster, and Spectral Duke.

Now, there are two ways to utilize Spectral Duke's limit break effect.

The first way is how most people are thinking of using it: To push damage/burn out hand in either an attempt to Final turn, or to set up for it.

In this style, people would play 6 crit/6 draw.

Since its pretty obvious how to use it, and I'm sure many of the other blogs you are reading are talking on and on about how imba it is, lets skip that.

Basically, you will see when you can limit break, identify which units you want to consider killing, and just go and attack Rear guard first, then vanguard, use limit break, killing the 3 rested, drive check again, and then attack with the trigger pumped final unit.

If, for instance, your enemy is at 4 damage, make your rear guard have critical up in order to force as many hand cards as possible, to set up final turn. dont bother trying to finish off the enemy by sticking trigger to the Vanguard(unless they no Guard, in which case they are really asking for it)

The other way of using Spectral Duke's ability is to re-construct your field.

In the early game, lower power lines are needed. Most G2 vanguards are only 9k, so in early game damage pushing, its nice to have 19k lines(Manawydan boosted by 7k, etc.)
However, once you get to G3, most units are 11k already, if not more.

Since you dont want to sacrifice units to replace them (most of the time, just a bad play), the trick is to control and attack the opponent until your hand has enough cards to replace the units you want to replace, or most of them, then limit break, kill off the weak, and replace your field and continue burning cards the next turn.

This works well if you superior call/normal call a bunch of triggers from Wortimers effect, etc.

For instance.
your field is:
Manawydan, Spectral Duke, Valkyrie(8k)
Feather Knight(4k), Raging horse(6k), and Gareth.

And your opponents Vanguard is
Draconic Overlord THE END(with Cross Ride)

As you would know, basically all your power lines are useless crap and you need to attack for more than 18k.
SO.
If your hand was:
Mark, draw trigger, Beaumans, Slaygal Dagger, and a 10k.

Attack with all the units, use limit break to kill off that Feather knight, Raging Horse, and Valkyrie, and stand again.
The next turn, you could call slaygal dagger behind the Vanguard or Manawydan to form 18k lines(but Id reccomend behind Manawydan. CB2 for 23k, anyone?). Then, call Beaumans in front of Gareth for the 18k Line.
Note that the hand was before the drive check, so youll probally be getting another G1 to boost with as well.

Thats all for today.

Arrivederci, frog.