Today, we
will review Gold Paladins, we will compare both versions and analyze their pros
and cons.
Grade 3:
2x
Incandescent Lion, Blond Ezel
2x
Gigantech Destroyer
4x Great
Silver Wolf, Garmore
Grade 2:
2x Sacred
Guardian Beast, Nemea Lion
4xKnight
of Superior Skills, Beaumains
4x Mage of
Calamity, Tripp
1x Player
of the Holy Bow, Viviane
Grade1:
4x Sleygal
Dagger
4x Halo
Shield, Mark
4x Knight
of Elegant Skills, Gareth
1xPrecipice
Whirlwind, Sagramore
2x
Charjgal
Grade0:
1x Little
Fighter Cron
4x Elixir
Sommelier
4x Flame
of Victory
4x Weapons
Dealer, Gwydion
2x Silent
Punisher
2x Falcon
Knight of Azure
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Grade 3: 7
4x
Spectral Duke Dragon
2x
Battlefield Storm, Sagramore
1x Great
Silver Wolf, Garmore
Grade 2: 11
4x Black
Dragon Knight, Vortimer
3x
Flash-Edge Valyrie
2x Mage of
Calamity, Tripp
2x Sacred
Guardian Beast, Nemea Lion
Grade 1: 15
4x Jet
Black Vanguard Vortimer
4x Gareth
Knight of Elegant Skills
4x Halo
Shield, Mark
2x War
Horse, Raging Storm
1x Player
of the Holy Axe Nimue
Grade 0: 17
1x Black
Dragon Whelp, Vortimer
4x Flame
of Victory
4x Elixir
Sommelier
4x Silent
Punisher
4x Falcon
Knight of the Azure
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Let's review the foundation of both Lion and Dragon.
Lion
In the list I chose
(Nagoya 1st place) the player opted to go for Cron, disregarding
the availability of Superior Ride, preferring the tutoring ability and the
stability of Garmore instead of chasing the superior ride and focusing around
Ezel. Also trigger lineup is “confessing” the need for advantage and the
control nature that’s being imbued on this deck.
Pros Cons
Stability Lack of speed
Card Advantage
(Power can be
considered a Con , but it’s not a huge gap , cause 6 triggers can certainly
give you power to push, however less power than Dragon version, and slower “cornering”
into the “danger” zone.)
|
Dragon
Now, on the other
side, we have the “standard” starting vanguard, which enables the ride-chain.
And then we spot a lineup focused around pushing your opponent with force,
thus the 8 crits while the 4 draws balance out the aggressive lineup and the “expenses”
of Spectral Duke Dragon’s Limit Break.
Pros Cons
Speed
Unstable
Rush-Power
(I don’t consider
card advantage in Cons because when you push opponent faster you make him use
more guards, thus exhaust their hand faster. Also Rush-power isn’t the same
as speed. A deck has speed when it swarms fast in this particular case, but
rush-power is a term referring to pushing force when it comes to attacking
the vanguard)
|
Next, Grade
1.
Gareth and Halo
Shield are pretty much standard. But here we spot a quartet of Sleygals that
are there to give a boost to the aggressive side of the deck. Also Charjgal
is not a surprise with 4 Garmore and Precipice Whirlwind guarantee some card
change ,in order to stabilize more your early game and get your pieces for
your final setup as the game moves on
Pros Cons
Power -
Stability
|
Also here Gareth and
Halo are self explainable just as much as Jet Black Vanguard. We spot though
3 cards those are unusual enough. First 2 War-Horses. Due to the instability
of the deck, those fellows guarantee you a late game “fix” pumping your
vanguard at 11k and saving you some cards. Then we have Nimue. Being a 7k
boost is certainly adding a more aggressive note to the deck, while making
your early game very annoying and pressuring. It could be substituted for a
Viviane but the deck needs more grade 1 than grade 2.
Pros Cons
Early Pressure -
Late game Fixing
|
Grade 2
An interesting
mix-up of pressure (Viviane), sheer power (Beaumains), recycling (Tripp) and
defense (Nemea Lion).
Pros Cons
Stability Lack of much pressure
Defense
Recycling
(Lack of pressure is
noted cause of the presence of only 1 viviane.Something that really follows
the whole concept and style of the deck/player which chose more defensive
attitude instead of mid-game pressure)
|
Here we have a more
straight forwarded lineup. The standard ride-chain backed up by a nice
addition to the swarming engine (Valkyrie). Also there are present both
defense and recycling engines (Nemea Lion and Tripp)
Pros Cons
Recycling Unstable
Swarm-mechanism
Pressure
(Instability refers
to potential lack of Dragon Knight that will lead into a “weak” late game.
Also Valkyrie in hand isn’t the best pick.)
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Finally the
late game and the “meeting “of the Bosses.
We meet, Ezel ,
Gigantech Destroyer and Garmore. It
becomes clear that Garmore is the leading star of the deck, giving you a
stable +1 advantage and a “late” pushing power that’s needed for the final
push. Ezel is like the co-star, functioning as a Finisher, a potential
swarm-mechanism. Last Destroyer a nice addition to a final push-through
attack. Economical and powerful.
Pros Cons
Stability
Predictable
Swarming
Power
|
On the other side of
the ring, we have the mighty Spectral Duke Dragon. Final piece of the
ride-chain, 11k vanguard essentially saving you some cards when comes to
guarding while also having a Limit Break Ability that can be what you need to
break through. Next Garmore. He is a unit that can’t be missing from any Gold
Paladin Deck. Here he is a back-up plan. And last but not least Dragon’s
wingman, the pusher-finisher of this Deck, Sagramore. Combined with 8 crits,
Gareth behind him and a 4th attack a final push is guaranteed.
Pros Cons
Speed Expensive Limit Break
Power High-risk-->Lack of Card Adva.
Swarming
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So to sum
it up, the Ezel/Garmore deck is a more tempo-control based army which balances
out its weakness (power, speed) with its Limit Break units. Certainly Tier 1
deck material.
Black Knights
are still a controversial deck. Mainly because of its weakness to capitalize on
a stable rhythm/rate due to its stability problems. But one thing is undeniable
that its Limit Break is a fierce skill that can end a game and also that’s its
power is no joke.
I am emphasizing on the power part because recently I read
a post about Spectral Duke Dragon being powerless. I assure you that are not
the case at all. In the post I’ve read it was mentioned that the main
disadvantage of the deck is Spectral Duke being an 11k vanguard. That’s a
terrible misconception. Ezel can power up to 30+ sure, but it’s preventable and
readable, also when your turn is over its still a 10k vanguard, an easy target
due to the many combinations that break the 20k powerline simple enough.
Also
SDD Limit Break it might be costly but when used right in combination with 8
crits, and Sagramore/Gareth platoon, it gives you a huge finisher setup,
especially when you have cornered your opponent at 4-5 damage zone. You have
access to 4 attacks. Even if he let one pass, he will need at least 4-5 cards
to guard, 2 for vanguard, 2 for sagramore and 1 more for vanguard again. So essentially
you sacrifice 3 used up cards to sap away 4-5 cards and gain a potential guard
with the extra drive check. The most important thing is to use it on the right
time and don’t overextend if it’s not needed.
Vanguard is
a game with multiple variables that at least for now doesn’t depend that much
on the cards and their power capacity as on the skill of the player. Every deck
can beat every deck. Some do it more easily, some harder, but nothing is impossible
and nothing is out of reach. Every aspect of it can be controlled and that’s the
magic of it, playing against the Player and not the cards. So don’t chase after
Phantoms of other games, Tier decks , imbalanced cards. Just find your deck, a
clan that fits you , your style and I assure you will be amazed of your
potential and the fun you will have.
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