Monday, March 26, 2012

The Burning Lion

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 discuss The Burning Lion, Brondeizel

Aichi's new key unit, Brondeizel looks pretty crazy broken at first, but is he really that good?

First, he has some pretty overpowered support in the form of Kilf, the starter vanguard.
Gilf allows the superior ride without cost, so long as you ride Borman, and have Gareth at the rear guard.

For starters, no cost.
After riding to G1, Kilf will call itself to the rear guard.

Most superior ride decks will be able to get off their superior rides at about 50% success rate, by running maximum of all the parts.

Gold Paladins need only TWO of these parts, as the first part will always be on your field.
Borman is going to be a mainstay in the deck, as he is the 10k Vanilla, so you will be running 4 of them at any rate.

Kilf is crazy strong.

Brondeizel, however, is less so. Good, but not ridiculously overpowered.
First off is his attacking power.
Now, with 5 rear guards, it is 5k power, quite balanced for a 10k Power attacker, simply being able to take down Majesty Lord Blaster and PBO/THE END.
With Garmall already in town, theyre not too different.

However, his second ability, the limit break, is to counter blast 2 to superior call the top card of your deck as a rear guard, and add the power to himself.

This is very powerful, except:
This ability has to be used to call to an EMPTY rear guard circle.
If you are staring down a Brondeizel, the best thing to do is to constantly attack their Vanguard, as they are 10k on the Defense.

Additionally, Brondeizel can add power to itself, but Gold Paladins are a clan that specializes in using counter blast to power up their own units. You will be getting this ability off only once a game, due to either: Too many rear guards or Too Little Counter Blast.
The Slaygal series has to have 4 or more rear guards in order to activate their abilities, and as such will be eating up your rear guard slots more often than not.

So, all in all, Brondeizel isnt all THAT ridiculously overpowered, only his superior ride is.

If I were to play Gold Paladins, I would play either Garmall based for the swarm speed, or Ren's Gold Paladins.

However, this is what Brondeizel based Gold Paladins will look like as of set 6:

2 The Burning Lion Brondeizel
3 The Great Silver Wolf Garmall
3 Storm of the Battlefeild Sagremor

4 Knight of Divine Style Borman
3 Slaygal - Sword
3 Guardian Beast Nemealion

4 Knight of Perfect Style Gareth
3 Shield of Halo Mark
4 Slaygal - Dagger
2 Whirlwind of the Cliffs Sagremor
1 Silver Fang Witch
1 Chargegal

The Crimson Cub Kilf
4 Silent Punisher(CRIT)
4 Flame of Victory(CRIT)
4 Guidion the Weapons Salesman(DRAW)
4 Elixir Somelier(HEAL)

So yes, just a bunch of units that have high attacking power with some Garmall to help with Rush speeds.

Sunday, March 25, 2012

Just clarification

Just some clarification

Here at so imba, we are a blog.
All the information here is free to access, not for sale, torrent, or eBay,

We are a blog, a journal writing about whatever I feel about, mostly pertaining to vanguard.

Keeping true to vanguard IMAGE, here at so imba, we encourage you to IMAGE that you are listening to a talk show.

It is not a magazine, and hence we have no editor and graphics designer and contributors and blah blah blah blah

Saturday, March 24, 2012

Despair to the Powerless! All the Glory to the Powerful!

bonjour tout le monde!

and Welcome to SO IMBA!!

Where we learn how to be a better card fighter.

I am your host, Rauzes, and today, we have a beginner friendly post for people who wish to play Shadow Paladins.

Now, although they are very expensive, I highly reccomend players of any level to play Shadow Paladins.

Despite not having as large a card pool(Some clans get more cards in ONE SET than they have in total) as Royal Paladins, Kagerou, and even Oracle Think Tank and Nova Grappler, they are still a tier 1 deck, and they are so for a very good reason.

They are simple enough for beginners to get a hold of quickly, but also technical enough to become strong as your play style develops.

Lets start off with a sample decklist, shall we?

Grade 3: 7
Phantom Blaster Dragon 3
Phantom Blaster Overlord 3
Dark Mage Babth Cath 1

Grade 2: 10
Blaster Dark 2
Knight of Nullity Masquerade 4
Dark Maiden Maha 2
Skull Witch Nemain 2

Grade 1: 15
Caron the Black Sage 4
Dark Shield Ma Gril 3
Blaster Javelin 4
Nightmare Painter 2
Potion Witch Arianrohd 2

Grade 0: 18
1 Fullbau
1 Doom Bringer Demon
4 Grim Reaper
4 Death Feather Eagle
4 Abyss Freezer
4 Abyss Healer

This style of shadow paladin doesnt really need to think much with attacking, just focus on hammering down the vanguard.
With 8 Crit and 4 Draw, you have the best build for attacking in early game and applying pressure, while being able to follow up that pressure in the late stages of the game.
You dont really have to focus too much on attacking any rear guards, unless they happen to be Baromedes or something of the like that can stand and re-attack at 13k or more.

Now, the true face of Shadow Paladins comes with Phantom Blaster Overlord.
Not that he can activate a persona blast, or anything else, but rather the 13k Defense.

For those who are mildly experienced in Vanguard, you will know that 11k Defense is already very good... Let alone ANOTHER 2k power.

Unlike Dragonic Overlord THE END, Shadow Paladins have access to both an easy way to search out Phantom Blaster Dragon, as WELL as a way to send it to the soul if you had to ride phantom blaster overlord.

You can utilize Blaster Javelin to easily search out Phantom Blaster Dragon, and you can send it to the soul from the hand with Nightmare Painter.

Whats more is that Blaster Javelin, Nightmare Painter both can be searched out via Dark Maiden Maha, the true key card in the deck.

Shadow Paladin is a clan that focuses on achieving strong defensive power, whilst slowly being able to waste an opponent with their high crit rate.

Play shadow paladins patiently, and prioritize your deck thinning and defensive tactics over power pushes. Constantly attacking the opponents Vanguard will grant you victory, all in good time.

目を閉じるがいい。 目に見えるのは絶望だけだ。


Close your eyes. For all you will see is the blackness of despair..
Despair to the Powerless! All the Glory to the Powerful!

For I am darker than Evil itself!

*cue drastic lightning and scary organ music*

Thursday, March 22, 2012

Legend of the Seven Beast Armors


Where we learn how to be a better card fighter.

I am your host, Rauzes, and today, we discuss the gold paladin's backstory!

So, as most people whom cannot read Japanese do not know, with every "card of the day", comes a piece of Planet Cray's story!

Piecing these together, we can form the back story of the Gold Paladins.

So, as you may or may not know, this is what happened until the birth of the gold paladins:

Royal Paladins, under Alfred, rule the United sanctuary.
Phantom Blaster Dragon gets corrupted, and converts knights fallen from grace into the shadow paladins.
Shadow and Royal Paladins fight.

Phantom Blaster Dragon manages to defeat the greatest source of hope of all United Sanctuary (Highly implied to be Alfred), and hence, unleashes all the despair hidden in the united sanctuary, and devours that power, becoming Phantom Blaster Overlord.

Blaster Blade, seeing the loss of his dear friend, loses his courage. Blaster Blade(the sword) has no more power, and he falls to despair.
Blaster Dark, seeing Phantom Blaster Overlord in a rampage, gives Blaster Blade his sword(the sword which turns Resolve to power), and conducts a heroic sacrifice.
Blaster Blade, swearing to not let another life be lost, breaks Blaster Dark's sword with the Blaster Blade, awakening the true power of the twin blades(omg title drop!).

With both Courage and Resolve, Blaster Blade(the sword, stop getting them confused), now changes Despair into Hope

He then rises as "Majesty Lord Blaster", gives a grand speech, and re-unites the shadow and royal Paladins.

Then, MLB and PBO enter an epic battle, and eventually Draconic Overlord THE END wins(no, there is no mention why the hell he's here in the first place. )

HOWEVER, as a result of all the despair escaping due to PBO's defeat, The Royal Paladins and Shadow Paladins(now as one), were (almost) all sealed away!
Kagerous got caught up in this sealing, and hence were also sealed away.

Most of the more powerful knights of both sides were sealed away, leaving only the ones fighting in the outsides of the battle, and the younger recruits behind.

These young heroes, from both sides, put aside their differences and swore to undo the seal on the holy knights of the kingdom, to unseal the royal paladins.

To do so, they set forth, uniting under the banner of "Gold Paladin", they search for the seven holy beast king armors, whoes power together can unseal their friends and bring hope to the kingdom!

Of the seven holy beast king armors, they have thus far found TWO before starting their grand journey:

1: The Armor of the Ruby Lion - Worn by Rugan (Copies worn by Kilf, Borman, Gareth)
2: The Armor of the Silver Wolf - Worn by Garmall (Copies of the armor worn by Sagramall, )

From the story, the Holy Beast King Armors seem to be some kind of power armor, and the gold paladins have reverse-engineered copies of the armor to almost 100% as powerful, and copies are worn by other members of the clan. Through science-magic, these armors are somewhat sentient, with the real armors being fully sentient
These armors will change to how their wearer best needs their armor, and will grow(in cases such as Sagramall) with their wearer
With other holy beast armors nearby, their power vastly increases

But a lot of questions are still unanswered:
Will unsealing the Royal Paladins also unleash the sealed despair?
Who IS The Burning Lion, Brondeizel?
Are the seven holy beast armors actually plotting AGAINST the Gold Paladins, to unleash something worse upon the planet Cray?

But, we shall wait and see what the future has in store.

Gold Paladin! STAND UP!

Tuesday, March 20, 2012

Deck Types

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 discuss the deck types available at this point in time.

So, you want to know what decks people can possibly play?
Well look no further, because coming right up is the list of what styles of which clans are playable, and powerful enough to pose some sort of vague threat in the meta.

Some clans have several styles, which is where this post comes in.

We'll start with the so called "Tier 1", although it's not THAT much better than the other clans.

Tier 1:

Shadow Paladin(Phantom Blaster Overlord style)
Kagerou(Draconic Overlord THE END style)
Royal Paladin/Shadow Paladin(Majesty Lord Blaster style)

Tier 2: Basically everything else

Royal Paladins
- SSD + Baromedes Style
- Alfred + Baromedes Style
- Gancelot Style
- Fangs of Light + SSD style
- Gallahad + Baromedes Style

- Aleph Kagerou
- Amber Dragon
- Goku Blade
- Blockade(lol nobody plays this style evar)
- Vortex Megablast
- Blazing Flare Dragon(The burn build)
- Aleph Blazing Superior Ride
- Flare Whip Dragon
- Overlord Waterfowl

Nova Grapplers
- Asura Kaiser
- Cosmolord(lol nobody likes you)
- Stern Blaukreuger
- Perfect Raizer

Oracle Think Tank
- Full Moon + Amaterasu
- Scarlet Witch Coco

Tachikaze(Deathrex + Gigarex + Savage King

Dark Irregulars
- Belzebub + Eidel Rose CB spam
- Stil Vampir + No Life King Megablast

Spike Brothers(only 1 style)

Granblue(only 1 style)

- Machining (Much Stronger)
- Giraffa style

Bermuda Triangle
- Rainbow Reindeer
- Rivael
- Pacifica Beat

Palemoon(only 1 style)

Dimension Police
- Storm style
- Rain style

Murakumo(only 1 style)

Neo Nectar(Only 1 style)

And, that is all the decks available to play at the moment.

Just learn to fight all of these styles, and you will become an A Ranker in no time.

Friday, March 16, 2012


Thank you for serving me for so long, Soul Saviour Sleeves.

Thursday, March 15, 2012

White Day!

White Day!

What did you give lucky girls?

Or, lucky girls, what did you get?

I gave a girl a white stuffed dragon :3

Monday, March 12, 2012

Rainbow Reindeer

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 discuss Rainbow Reindeer, the only Bermuda Triangle build recently to show proven results in tournaments.

Well, yes, Bermuda Triangle has been out only for a few days, but its been VERY popular.

There have been several tournaments with Bermuda Triangle as a fighting force, as well as ONLY Bermuda triangle tournaments, and the only style that seems to be topping is Rainbow Reindeer!

So, an example Decklist to start people off.(taken from a 64 person tournament. This deck got 3rd. 1st and 2nd were The END/Majesty Lord Blaster)

G3 - 9
3 Rainbow Light Kyalin
3 Velvet Voice Reindeer
2 Top Idol Flores
1 Top Idol Pacifica

G2 - 10
4 Top Idol Aqua
3 Mermaid Idol Flyut
2 Pearl Sisters Perla
1 Girls Rock Rio

G1 - 14
2 Mermaid Idol Ellie
4 Mermaid Idol Sedona
3 Mermaid Idol Faluka
4 Miltoa the Water's Prism
1 Blazer Pleasures

G0 - 17
1 Bermuda Triangle Cadet Weddel
4 Comical Rainy (CRIT)
4 Drive Quartet Shupryu (CRIT)
4 Drive Quartet Bublin (DRAW)
4 Drive Quartet Flos (HEAL)

Personally, I would play something similar to this, with some changes.

G3 - 9
3 Rainbow Light Kyalin
3 Velvet Voice Reindeer
3 Top Idol Flores

G2 - 10
4 Top Idol Aqua
4 Mermaid Idol Flyut
2 Snow White of Corals, Clare

G1 - 14
3 Mermaid Idol Ellie
4 Mermaid Idol Sedona
2 Mermaid Idol Faluka
3 Miltoa the Water's Prism
2 Blazer Pleasures

G0 - 17
1 Bermuda Triangle Cadet Weddel
4 Comical Rainy (CRIT)
4 Drive Quartet Shupryu (CRIT)
2 Drive Quartet Bublin (DRAW)
2 Cooking Gasbi (DRAW)
4 Drive Quartet Flos (HEAL)

The concept between these two decks are the same, to use Rainbow Light Kyalin's effect to bounce and re-call units.

To bounce and re-call units has several uses.

1: To Re-Use CIP Effects.
CIP, or Come Into Play effects, are effects that are one shot use.
These effects are sometimes to increase attack power, or to soul charge. If you are in need of draw, Miltoa will help as well.

2: To STAND Units.
If you bounce a unit, and then re-call it, it will be ready to attack again. Use this to get one more attack out
If you bounce a unit, then call something else in its stead, you can change the power output as well.
For instance: Boosted by Sedona, Clare is 16000 Power. Bounce Clare to your hand, call out Flyut, who can attack for 11000 power. Clare can be re-used next turn for the 2k CIP effect.

3: To use "When Bounced" Effects.
The strongest use is for bounce is to bounce back Velvet Voice Reindeer, who will give you a +1 Soul and 1 Draw at the cost of 1 Counterblast, when bounced.
Then, you can re-call this unit, or call someone else in her place, such as Flores.

Saturday, March 10, 2012


Hello everyone, and welcome to SO IMBA!,

Where we learn how to be a better card fighter.

Well, recently, around the japanese blog-o-sphere, are posts addressed to new players hoping to enter or start vanguard in the near future, titled "To the you whom will start fight from now".

It doesnt really translate well to english, but the concept is a letter to new or starting players, to jump start them into basic tactics of the game, and mistakes many new players tend to make, either in deck building or play.


To: The you who is going to start Card Fights,

Welcome to the world of Vanguard.
I'm sure you have a lot of questions to ask, a lot of things you want to know about, a lot of cards that you have never seen before.
To you, its a brand new world, and the only thing we, as veterans, can do, is to guide you along your own path.

So, I'm sure you've chosen which clan has called to you already.

Wait, what? You havent? Well, lets go pick out one just for you right now!

Of all these clans, there are some that I recommend for newer players to the game.
These are for three main reasons:
1) Easy and not too expensive to put together(you want to fight ASAP, dont you?)
2) Basic and not too difficult to learn
3) Will grow with you as a player, and will still keep up with you as you grow as a player

So the clans I recommend to newer players are:
Neo Nectar
Bermuda Triangle
Nova Grappler
Mega Colony

Yes, theres nothing wrong with playing the other clans instead, but of the clans, these are the easier to pull together and the more auto-pilot decks around.

Well, now that you've gotten your clan, how do you build your deck?

When you build your deck, you have to have some end in mind.
How do you want to win? What do you want your deck to do that nobody else can?

Choose your favorite card, and pick cards to support them.
Dont let the flashy RRR cards catch your eyes, but instead look towards the Commons and Rares, and perhaps the RR cards. These will have simpler effects, and easier to learn fighting styles

One of the most difficult parts of deck building will be the grade balance, and the problem most people encounter as new players.

As stated in the trial deck, the best balance you want to have is
17 G0s(16 triggers, 1 First Vanguard)
15 G1s(12 units, and 3 Null Guard units is usually reccomended)
10 G2s
8 G3s(try to limit your grade 3s to only two or three different units)

In card choice, dont get too held up on effects that look interesting or complex.
Vanguard is not a combo based game, and hence, simply using units with high power will be enough.
Higher power means the opponent will be unable to guard as well, and you can guard easier.

Stick to one clan!
As a beginner(and expert), one of the most important things to do is to stick to one and only one clan. It makes deck playing much easier and all your effects can go off without a hitch.

Put your deck together?

If so, lets go to a card store, and FIGHT!
If you explain youre just a beginner and dont really know the card effects, any player would be glad to help you with the effects.

Dont worry too much about winning, just about fighting.
The more experience you gain, you learn the tricks of the trade, and how to out-play other players.
If you make friends with a very experienced player, instead of fighting against them, ask him or her to help you find another player to fight against, and have him teach you your mistakes.
Fighting against them will only result you in losing a lot, and maybe disheartening yourself. It will give you an illusion that you are very weak, no matter how much you have grown, and hence you misjudge how much you know, and, more importantly, what you do NOT.
You will only gain experience and grow if you let yourself, so just open up and learn.

So when you fight, you get the chance to mulligan before the game begins.

Have a look at what I wrote about mulligans, and how this can help you out.

Tips on attacking.

First off, even if your Vanguard's attack wont hit the opponent, be sure to attack. The potential trigger gain just might let the attack land.
Also, you gain one card from the drive check, so be sure to always get this free advantage.

When attacking, the trick is to decide which unit will attack what before entering the battle phase, and try to have the total power of the attacking unit + boost equal to the opponents unit +5000. This would mean, to block the attack, they would have to throw at least 10000 Guard.
If the attack can be guarded by a 5000 Guard, attack something else that would get you more advantage.

This one trick of building power lines is the most important concept in Vanguard, and will set you apart from the true newbies.

As for whether you should attack Rear Guards of Vanguard, keep in mind this:
If you attack the Vanguard, they have 5 shots of completely ignoring the attacking power, and simply taking 1 damage.
However, if you are attacking the rear guard, they have the choice of losing that unit, or guarding.
As you can see, attacks to the Vanguard dont really gain you any card advantage until they have 5 damage.
If you want to gain card advantage, you must attack rear guards, but you cannot win by only attacking rear guards.

If you attack the Vanguard, the game will end earlier, and they can guard well.
However, if you attack rear guards, the game will end later, and they cannot guard as well.

Therefore, if you attack Rear guards, you destroy their ability in the long run to guard, whilst attacking the Vanguard will allow you to attack for the win.

As for whether you attack with Vanguard or Rear guard first, look at your trigger balance.
If your deck doesnt play any stand, just attack with your Vanguard first.
However, if you do have stand triggers, be sure to attack with your rear guards first, as they can potentially be stood by the stand trigger.

The trick to guarding is to budget your guarding.
In the early game, dont sacrifice card advantage to protect your life.
If you have some damage, you can activate counter blast, which will strongly benefit you.

However, in mid game, dont attacks on your vanguard get through too easily. This is when you have 3-4 damage. Be sure to guard attacks, so long as it doesnt eat up more than 20000 guard.

When you guard, you must also take into account the game system, and the chances of triggers coming up, and which trigger might come up.

Consider what would happen if Stand trigger comes up, whether critical triggers will come, whether heal triggers or draw triggers come up, and guard accordingly.
Its quite easy to determine whether the opponent runs Stand or Critical, depending if they attack with their vanguard First or Last.

Thats all for today, and hopefully this little post will help you along the way to becoming an A rank fighter.

Water and Mermaids

So, Bermuda Triangle joins the fight today.

What fun.

Wednesday, March 7, 2012

Thursday, March 1, 2012

Vanguard of Hope!

Hello everyone, and welcome to SO IMBA!,

Where we learn how to be a better card fighter.

I am Rauzes, and today, I'll be introducing my Majesty Lord Blaster build!

Blaster Blade is the White Vanguard, and Blaster Dark the Black Vanguard.

And Majesty Lord Blaster's power is to change despair into hope! The Vanguard of Hope!

I'll be sharing my Majesty Lord Blaster Build today, thanks to the high demand and my high win rate as of late.

Warning: The following deck cannot be played without a good understanding of timings to attack rear guards instead of the Vanguard. And of chance taking and planning.

Grade 3: 4
2 Soul Saviour Dragon
2 Majesty Lord Blaster

Grade 2: 11
4 Blaster Blade
3 Blaster Dark
2 Bedivere
2 Gallatin

Grade 1: 16
4 Maron the Little Sage
4 Pongal
4 Kei
2 Isolde the Flash Shield
1 Caron the Black Sage
1 Blaster Javelin

Grade 0: 19
3 Wingal Brave (FV)
3 Epona, Carrier of Good Luck
3 Alabaster Owl
4 Margal
2 Govanon, Weapons Salesman
4 Elaine, Maiden of the World Tree

Now, the secret to power isn't in the build

Its in the playing.

This deck utilizes a large number of 10000 power attackers as rear guards to tactically out maneuver the opponent.

Instead of attacking the vanguard only, use the early attacks, especially with blaster blade as vanguard boosted by Wingal Brave to bully rear guards, forcing either a drop in fighting power or a drop in ability to guard.

This lets you use both Wingal Braves ability to search as well as Pongal to pull your grade 3s

Soul Saviour Dragon isnt really used for the Holy Charging Roar, actually. The deck instead takes advantage of the 7k Boost becoming a 10k attacker as a mechanic to abuse. Some games may end with riding Soul Saviour, but the best advice I can give is to simply abandon all Majesty Lord Blaster tricks, and focus on beatdown, if that happens.

This deck runs a total of 8 Grade 1 10k attackers, Pongal and Kei.
Dont be afraid to call the soul saviours to rear guard, as they are a great size for attacking rear guards.

The lone Blaster Javelin is an interesting pick, as its used for boosting the Vanguard against Shadow Paladin builds, as well as searching out a boost with Wingal Brave.

And, in particularity bad hands, ride for grade 1, followed by Blaster Dark ride. 10k!

If you ride Majesty Lord, use your rear guards to constantly attack the rear guards, and use Majesty Lord only to attack the Vanguard.
The double critical at all turns is an extremely difficult thing to evade, so most players will guard it at full force every turn, unwilling to gamble.

Unless your rear guard has a critical up via critical trigger and will deal enough damage to defeat the opponent, AND has decently high power, dont waste the attack on the Vanguard.

Bedivere is used, in combo with Maron, but dont count on them coming together all too often. Instead use it to be able to attack 11k rear guards, which Galatin cannot. 4 Gallatin or 4 Bedivere instead of 2 of each is also an accepted build.

Thats all for today.

Any questions just ask in the comments below!

60 Episodes Later


You suck at vanguard.
Your plans are too simple, and your strategy has no depth.
You depend too much on the power of the cards.
I will gain nothing from fighting with you.
-Kai Toshiki, 2011

60 Episodes later, this phrase seems to describe far too many Vanguard players out there...

Thats why here at So Imba, I try to educate everyone on how to be strong in Vanguard.

Are you an A Ranker?
Or only acting like one?