Dragonic Blademaster “Kouen” – Deck Profile

With the release of Demonic Advent we can expect to see some interesting meta shifts, one of these is the rise of Blademaster. Once stuck in the shadow of the more consistent and powerful Overlord, Blademaster has burst onto the scene and is ready to sear his name over the metagame.


The newest iteration of Blademaster still focuses on cleaning the board and getting bonus from empty circles but now thanks to Ziegenburg the deck has an effective payoff for all its hard work. So without further ado lets get into the list.


The List

As always I’ll go into more detail regarding triggers and tech slots later for now I’m just going to go into what is set in stone.

Grade 0 – 17

  • Lizard Soldier, Conroe

Grade 1 – 13/15

  • Protect Orb Dragon x 4 (PGG)
  • Lava Flow Dragon x 2/3 (Stride fodder)
  • Dragon Knight, Nadel x 4
  • Tech slots x 2/4

Grade 2 – 12/13

  • Dragon Knight, Mbudi x 4
  • Perdition Dragon, Dragonic Neoflame x 3/4
  • Tech slot x 3/4
  • Tech slot x 0/2

Grade 3 -7

  • Dragonic Blademaster “Kouen” x 4
  • Wyvern Strike, Jargo x 3


  • Divine Dragon Knight, Mustafa x 1/0
  • Supreme Heavenly Emperor Dragon, Vortex Desire x 1/0
  • Air Element, Sebreeze x 1/0
  • Supreme Heavenly Emperor Dragon, Dragonic Emperor “Taiten” x 3/4
  • Flare Arms, Ziegenburg x 4
  • Supreme Heavenly Emperor Dragon, Blazing Burst Dragon x 1/2
  • Flame Wing Steel Beast, Denial Griffin x 2/3
  • Supreme Heavenly Emperor Dragon, Advance Guard Dragon x 1
  • Divine Dragon Knight, Abd Salam x 1



There is no debate here, you run Conroe. Conroe is flat out the best starter in the game, any arguments can be shotdown by the fact that Conroe can search for any other starter if you want it. But even beyond that Conroe is essential to this deck allowing you to search out heals to take advantage of Kagero’s powerful G-guards or maybe a stride fodder to fix your ride, Nadel for counter charge, Bellog for Melem or even just a simple PG to stop a big attack Conroe can fetch any of it. The retire offered by Sadegh doesn’t accomplish enough, the draw and countercharge of Deida pales in comparison to being able to open up your entire deck and look for anything you might need.

There is no debate.

Run Conroe.


Normally I would say triggers are player preference based but this time I think it’s a little different.

We have a few set triggers, those being –

  • Dragon Knight, Jannat x 4 (Heart thump clone, crit)
  • Positive Dracokid x 4 (FC2017 Heal)

Jannat has a few uses and all of them are good, early you can throw him down to make a 9k column if you decide to move your starter to a side column. From there he has the obvious use of cycling himself but he is also exceptional at enabling blaze and as a booster for Ziegenburg. Let me explain, blaze requires more rearguards than your opponent in matchups where your opponent can mass retire you can often end up in a position where you need to enable blaze but don’t have an effective rearguard, in this situation you can call Jannat, attack with vanguard, trigger blaze, then trigger Jannats own skill to prevent yourself from losing cards in hand. As for Zieg, if you apply Kouen’s power bonus to Zieg he will become 29k boosting the first attack with Jannat will put you to 33k (pushing your attack up a guard stage) and then on the second attack you can activate his skill and move him to soul. To add to all this soul is a precious resource in the deck so having an easy way to fill it up is very handy.


Positive doesn’t need much explantation, we run advance guard and gain no benefits from other triggers so running Possitive is a given. The counter charge is relevant to the deck and vanilla advance guarding is still an acceptable play.

So following up from them I also believe you should be running 3/5 draw triggers the deck can generate plenty of advantage but the lack of any superior call means that removal can cause a lot of issues especially en-masse, draws can help to alleviate this. It also helps that Kagero has access to some choice draw triggers.


Gatling claw is arguably the best draw in the game and Artpique’s Margal skill is relevant in a deck as resource intensive as this. Shooting down starters can be very handy in some matchups notably Gears where you can limit their immediate time leap capability. I reccomend –

  • 3 Gatling 2 Artpique
  • 3 Gatling

But feel free to mess around with that.

From there I’ve had the most success with more crits but stands can work as Mbudi is not a once per turn skill, however I would like to note that the abilities of Kagero’s stands are not anything special and using Mbudi more than once a turn can be resource intensive. Relying on stands for multiattacks is also risky and having a restander makes crits even better than they already are. So although I do think stands are workable I highly recommend crits over them.

Grade 1

Blademaster likes its grade 1s, Nadel makes up the decks main countercharge engine and helps create high power columns, Protect orb is your obvious PG with much needed resource regeneration and your fodder helps to ride fix and stride. However thanks to Kouen’s GB2 skill Lava flow can be cut with relative safety from the usual 3 copies to 2 although this hurts ride fixing and can occasionally cause first stride issues more often than not the extra space is more beneficial and Conroe can completely bypass this issue if needed.
As far as perfect guard choices go Protect orb is 100% the right call as I’ve mentioned the deck is resource intensive so the utility offered by other options is nowhere near the value of the extra counter charge.

As for the tech slots one card is an obvious choice but as I believe that other units can be handy I will bring attention to them.



Bellog is excellent in this deck, offering disruption and retire. Bellog can help to set up Zieg as well as disrupt decks that rely on stand triggers or more specifically shooting down Grenaches and soft countering Melem. As a meta call this card is amazing for Ziegenburg this card is great, as far as I’m concerned Bellog is the best choice. Due to the consumable nature of his skill I recommend him at 3 or 4 but 2 can work, personally I’ve been using 3 and it has been working just fine.

So although I firmly believe that Bellog is the best use of these slots, especially in this meta, I do want to bring attention to some other possible options quickly.

Other Options


Marcel – Marcel can help to make columns but more notably can search for units, however low blaze unit density and lack of overly useful targets lose her a few marks. That said it can still help to regenerate field so it has some limited use.

Aethonic Aethonic is countercharge and soul both things this deck wants, that said having to go down a unit is iffy for the deck. Once again though since the deck is very greedy Aethonic can go a long way even at just 1 copy so it could be worth squeezing in if you find yourself in a lot of long games.

With all that said you can also move slots towards G2 or 3 is you want them more there but my more successful test builds were at 14 G1s.

Grade 2

Grade 2 is 50/50 some units are set in stone (those being the 4 Mbudi and at least 3 Neoflame) some are not. Mbudi is one of the decks most important pieces adding card draw and making massive columns with ease and Neoflame helps to deal with the early game. So how do we use the tech slots?

Essentially there are 3 main options-


10k Vanilla – Pretty self explanatory, helps to block early rush and looks good while doing it.

Nadim – An 11k beatstick who will occasionally get you some extra countercharge, handy for evasive decks and useful in the early game too.

Radiant – Extra retire and a solo column. However very resource intensive with a restricted retire. Mbudi has mostly replaced Radiant and while the card is still decent the deck often can’t afford to spend the resources on his skill.

I broke this into 2 slots but it would also be fair to break the entire lineup down into 2 basic builds-

  • 4/4/4
  • 4/3/3/2

In 4/4/4 you’re maxing out Mbudi, Neoflame and your preferred tech, in the current meta this will most likely be 10k vanillas as along with Neoflame this will allow you to fend off early aggro.

In 4/3/3/2 you’re sacrificing a little bit of consistency for an extra slot with 4 Mbudi, 3 Neoflame, 3 of your more important tech (likely 10ks) and 2 of another tech.

Currently I’ve been liking –

  • Dragon Knight Mbudi x 4
  • Perdition Dragon, Dragonic Neoflame x 3
  • Dragon Knight, Nehalem x 3
  • Dragon Knight, Nadim x 2

10ks can often be dead cards in the late game and although they can make numbers with Nadel I do think having Nadim as a solo beater helps the deck, Nadim also doesn’t hurt your early game too much as he can still swing for 11k.

Grade 3

Grade 3 is much more simple than the others, you want 4 Kouen and 3 Blaze grade 3s.


Kouen is your obvious boss, he carries the Blademaster name, offers retire and a small power bonus and has a surprisingly useful G3 salvage skill. The stride bonus is fairly straightforward, retire a unit and give the power to whatever unit you can push up a guard stage with it. The G3 salvage will most often be used to secure your stride but it can be used to pay for PGs, regenerate the field or as discard fodder for Ziegenburg.


As far as blaze G3s go Jargo is the obvious choice, it offers retire power and makes a solo column. A lot of the time you will just use this card as if it’s a grade 2 dropping it as a retire for Zieg and a beater to deal some damage. Thanks to Kouen if your opponent retires it you can get it back with ease, and even get some extra retires out of it.

There isn’t really any other G3s worth all that much for the deck Jargo is easily the best option.


Similar to Overlord we have 2 first stride options in the form of Vortex and Mustafa.


Vortex offers on hit pressure but can very often do nothing at all. Mustafa is an extra retire if you really need it but is fairly low impact and somewhat pricey. You can fairly easily cut either for an extra G-zone space without all that many negative effects.

In case it wasn’t obvious first stride is a very sore spot for the deck, offering very little of anything. So how do we get around this?
Well if you stride first overall you suck it up and roll with the punches but if you are the second to stride we can do things with a little more flare.

By using Conroe to search out a heal we can G-guard an opponents attack and respond with the incredibly powerful Ziegenburg.



As far as first strides go this one is pretty good especially with backup from Mbudi or Jargo, chances are your opponent doesn’t have too much field so setting up for the free restand is much easier and you can actually apply good pressure.

Zieg itself is the key to the deck, the sole focus of the deck is to setup Zieg and use its cheap restand to gain advantage and apply pressure. 2 VG swings for basically free is crazy. In my previous article on Zieg I don’t think I got across just how powerful this card is. A guilt free restand that can even net you advantage is insane value and even if you can’t setup the completely free restand throwing grade 3s into the bin for this guy isn’t too bad thanks to Kouen. However I would advise against going for the restand if its going to cost 3 or more cards (Although chances are you won’t blaze if thats the case) unless you really need to score the kill.

So what do we do if we can’t setup Zieg? Well we punish them for calling a field with an oldie but a goodie.


If they have a lot of rearguards Taiten can wipe the field and ideally cost them more cards from hand while applying pressure with its crit.

If you were paying attention you noticed that despite it being an amazing card I put it down that you can run it at 3. This is for a specific reason and has been used for quite a few Japanese lists. And that is of course the bane of Kagero’s existence – resist. Resist is a big issue for the deck since it asks for more cards from hand with Zieg and reduces the power of some of your beaters. So how do we handle this?


Not exactly rocket science, an indiscriminate board wipe to clear off those pesky resist units while offering a field buff to push your columns even higher with the chance of gaining a buff and crit himself. Burst accomplishes much the same as Taiten but in a far more bombastic way, the obvious caveat being that it is locked behind GB8. Japan has obviously seen a rise in Blaster decks which boast resist units in the form of Laura which really throws a spanner in the works if dropped in the back row. Blasters also gives incentive to use advance guard in the form of Flogal so getting to GB8 isn’t too hard against them. That said Taiten and burst offer slightly different utility so weigh up what kind of decks you expect to see before choosing 3 and 2 over 4 and 2.

From there we have Kagero’s ever powerful G-guard suite, boasting disruption in the form of Griffin and Advance and now thanks to a new addition in Abd Salem massive defense.


From there Sebreeze is a decent option since it lets you push the game forward, and although the deck can’t do whole lot on the Sebreeze turn it’s still nice to have. That said you can hold your own in the early game fairly well thanks to Jargo, Neoflame and 10ks so it isn’t 100% necessary.

Ashes to Ashes

And with that we are done.

In Japan the deck seemed to be a response to the resurgence in Wiseman decks, this was a result of the limiting of Heteroround something we didn’t see in English. However after some time the deck has earned it’s spot among the top decks, offering good offense, advantage and a powerful disruption based defense. Despite it’s relative weakness to boardwipes and bad matchup to Nightrose the deck still puts up good results and I’m sure it will make some waves in the English metagame even without a Wiseman resurgence.

And as always –


Thanks for reading



Domination’s Hazy Execution

To kick off my string of Demonic Advent articles I want to talk about arguably the most hyped set of cards of the year. I am of course talking about domination.

Nubatama has for a long time been a troubled clan the inherent power of their initial mechanic (discard) meant that Bushi dropped them almost immediately and the clan was left to fade away. That is until Bushi tried again changing the discard from a permanent one to a temporary disadvantage, this was still at base incredibly powerful but the cards given to support it were somewhat lacking. Finally Bushi tried discard one more time in the reckless rampage, opting to combine discard and bind and trying to push the build forward with afterimage offering a hit and run option that tied into the previously established binding mechanic.
Well it didn’t work out afterimage was tied to a hand size limit which meant the hit and run style didn’t work all that well and the few powerful cards the deck had couldn’t carry such a low advantage and low pressure shell.


And so Nubatama once again switches gears and gains a new mechanic – Domination.
The basis of domination is pretty simple, attack your opponent with their own stuff, sounds easy right? Well unfortunately this needs to be made to work within the ruleset of the game which means it gets a little tricky. Especially in a game as restrictive as vanguard.

I’ll say it straight out domination is messy.
It has all kinds of rules specifically for it, its resolution is different than almost anything else in the game and there’s all kinds of strange terms that only really matter for it.
As someone who likes to be well versed in the rules and help resolve issues domination being throw into the mix is a bit of a hassle.

The best rule of thumb for resolving almost any ruling dispute in vanguard is to resolve all effects completely before moving onto the next skill in the queue.
Domination however is a little different Bushiroad breaks domination into 5 parts –

  1. Dominating fighter chooses a unit
  2. Opposing fighter stands the chosen unit
  3. The unit attacks the target chosen by the dominating fighter with the ability, and a battle occurs.
  4. Abilities that activate during battle can be used by the dominating fighter as though it were his or her own unit.
  5. If there are no more dominated units that can attack, the unit is no longer dominated, and the game returns to the phase in which the unit was dominated. If there are dominated units that can attack, or if there are dominated units in stand, it remains dominated, and return to 3.

The thing that really bugs me about this is step 4.
Activating a skill within a skill can create massive headaches especially if we look at something like Mujinlord which dominates multiple units. For example if you dominate 5 units and we assume they all have on attack skills, you half resolve each dominate, pause, use a skill from the unit, resolve that and then resolve the rest of the dominate. Repeat 5 times. The more complicated the skill the more tangled this will get. New players will learn harmful precedents from this such as pausing skills and its abundantly clear Bushi made it this way simply to push the new mechanic with no regard for how it would really fit in the game rules.
And then there’s the issue of who the unit belongs to…

When you dominate a unit you don’t control it you simply make the owner use it to attack the chosen unit but if you want to make a unit attack another dominated unit it is your unit and can’t be chosen as your opponents unit. So you don’t control the unit but it is your unit which means you can’t select it as an opposing unit but you can select it as your unit but not as a unit you control.

So intentionally writing aside this is obviously a bad idea. Creating a situation where you can have a unit but not control a unit is a bad idea, not just for ruling but also for complexities sake imagine trying to explain this to a new or even casual player. And this is in a trial deck, a product that lots of new players will gravitate towards.

However Bushiroad has us covered, now a unit can have –

  • A Master
  • An Owner
  • A Controller
  • Not really sure what to call it but whoever “has” the unit

That’s 4 terms that really only matter in regards to domination or else are intuitively solved by common sense.

We’ve gone from essentially 2 types of units, yours and mine, to 4 that all happen simultaneously.

It feels bad to rag on a mechanic so harshly especially when I believe game developers should be braver with the kinds of mechanics they are willing to put into a game but even then sometimes you need to accept that it’s too much. Domination is a badly designed and poorly implemented mechanic given to an already troubled clan.

I appreciate the attempt Bushiroad but this shouldn’t have left the drawing table.


Thanks for reading

First Impression – Chronodragon Gearnext

Right in the middle of my gbt-11 articles a big spoiler from gbt-12 has come out and it’s a card I certainly feel is worth talking about and that card is none other than Gearnext –


[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)[1/Turn]Generation Break 2:[Soul Blast (1) & Choose a face down card from your G zone with the same card name as this unit, and turn it face up] This unit gets “[AUTO](VC)[1/Turn]:At the end of the battle that this unit attacked, if you have a <Gear Dragon> heart card, reveal up to three <Zodiac Time Beast> from your hand or (RC) in total, and put them on the bottom of your deck in any order. If you put three cards, [Stand] this unit, and it gets drive-2.”
[CONT](VC) Generation Break 4:During this unit’s second battle, it gets [Power]+10000/Drive+1.


Well it goes without saying that it has quite a powerful skill with a lot going on and I’m amazed that gear chronicle would get a card that challenged Nextage for its slot.
So lets look at the pros and cons and compare this card to both Nextage and Gear Groovy.



As usual I will be covering this in the context of a timeleap build. Unfortunately I’m not well versed in ZTB although there are some interesting interactions Gearnext has in that deck.


Nextage costs an ever precious CB while Gearnext only asks for a soul. Time leap is a very counter blast intensive deck and the decks only real counter charge is Arlim (and Coatl come gbt11) which means you often end up low on CB with only just enough for the turn. So having a soul cost opens up a lot of potential options. That said soul has 2 very important units that consume soul that being Lishma and Heteroround however if you have Next in the G-zone you’re probably going to be more cognizant of how much soul you’re using. So in terms of the basic cost I think Gearnext certianly has the advantage, soul is a relatively easy resource to come by with gears (thanks to Melem being able to tutour out 0s suchs as hearthump and tick tock) whereas CB is incredibly valuable to the deck.
There is however a somewhat important caveat to gear nexts soul cost, the “discard” cost of Gearnext. While Nextage has a very clear and simple discard 3 Gearnext is a little more interesting.
Gearnext asks for 3 ZTBs, this is however helped by the fact that they may also be from field and they don’t even go to the drop zone, instead returning to the bottom of the deck. This is probably Gearnext’s biggest con for time leap builds. So what ratio of ZTBs are you running in time leap?
Well after gbt-11 the build is looking to contain-

  • 9-10 time beast triggers
  • 4 Revolver dracokid
  • 0-4 Arka
  • 0-3 Chronospin serpents
  • 5-7 G3s

which gives us a total of around 18-28 ZTBs which is a fairly significant gap between builds so I’m going to operate with the basis of what is best for the build itself over what best facilitates Gearnext. Which personally I see as –

  • 9 triggers
  • 4 revolver
  • Arlim over Arka
  • Unsure currently but we’ll assume 3 Serpents
  • 6 grade 3s

Which gives us a grand total of 22 now come Gearnext we can’t exactly expect none of them to be in damage, drop or bind zone. So come second stride at the earliest chance are we’ve burned through a few, tickaway can help to allieviate that though but nonetheless its very important to note the risk. That said because of the ability to pay from field timeleap can help circumvent it but then again you’re using your timeleaps Inefficiently to facilitate Gearnext (although not always). I wouldn’t say this is inconsistent but I can certainly see it causing issue unless set-12 offers more ZTBs that fit into the time leap deck.

The Restand

So this is interesting, Nextage’s restand is somewhat unique in that you aren’t totally restanding instead switching to your grade 3 for the second attack. While this grants you a new skill for the second swing it means you can’t stack trigger effects onto your vanguard for a more potent swing and time leap often won’t have anything to effectively stack the triggers onto if you’re going for a delayed blazer play.



Gearnext is a good old fashined restand meaning you can stack criticals power onto it  for a higher pressure second swing. On top of the ZTB cost the catch on this is the loss of drive checks, however Gearnext easily circumvents that so long as you’re at GB4 (which is essentially any 2nd stride for gears) which not only restores one of your lost drive checks (Equaling Jets twin drive after Nextage) but giving 10k extra power. This makes it easily a far more potent restand second stride that Nextage which will usually be 21-26k on a Jet G. Jet G also has an associated field buff but this is rarely relevant for time leap. However after second stride the raw power of Jet Gs swing may be more desired but even then that would need 10 face up G-units to equal a Gearnext with no triggers (but the 5k to ZTBs is more relevant this time). Another relevant thing to note is that Gearnext means you are a grade 4 for both of your attacks which means you have more control over when you delayed blazer off of Lishma.


So with all that considered its pretty clear that Gearnext is the better restand offering much more efficient trigger use and easier power gain. However Nextage has one thing for sure over Gearnext.


Well apart from having the best art of the trio what does Groovy have to offer to push Nextage over Gearnext?


If you read my previous article on Groovy which was made on release I said at the time Groovy was not viable as the best combo was too CB intensive and the card boiled down to being “win more”. Well one card has come out of gbt11 that changes things somewhat, that card being Pulsar Replenish Coatl which offers counter charge when you have no available CB which almost guarantees you will be able to use both of Groovys aquired skills. That said the extra skill offered by Haung is still win more and although I wouldn’t say its rare, it also isn’t often that Haung’s skill is relevant or more potent than a high power restand.
Unless another auto gear dragon comes out later that offers a more effective and powerful combo I don’t think it’s going to be Groovy keeping Nextage in the G-zone.

Gearing up

Well Gear Chronicle continues to introduce interesting and powerful cards that are hard to assess and Gearnext is certainly the most interesting for me so far. This probably won’t be the last time I look at this card and I’m interested to see the direction that time leap takes following the release of set-12. That said we still have a fair few gear reveals to go and Gearnext shows more than ever that anything can happen.

So that’s it for now, sorry for the slow content but I am working on both a Blademaster deck profile and updated Time leap deck profile following the English release of Demonic Advent. You can also expect an article with my thoughts on domination before content probably slows down again after that. As for now though…


Thanks for reading



Single Card Analysis – Flare Arms, Ziegenburg

As any reader might know one of my favourite clans is Kagero and with Demonic advent on the horizon (well September) I thought I would take a look at a card causing the most commotion for the clan.



Did you know Ziegenburg translates to – Goat Castle.

Ziegenburg the latest in Kagero’s long line of restanders and only the second to not be an Overlord (I’m counting Dauntless Drive) with a very interesting catch – the discard cost customary to restanders scales with how much you retire.

Zieg reads –

[Stride]-Stride Step-[Choose one or more cards with the sum of their grades being 3 or greater from your hand, and discard them] Stride this card on your (VC) from face down.
[ACT](VC)[1/Turn]:[Soul Blast (1) & Choose a face down card from your G zone with the same card name as this unit, and turn it face up] Choose one of your opponent’s rear-guards, and retire it.
[AUTO](VC)[1/Turn]Generation Break 3:[Counter Blast (1) & Choose the same number of cards from your hand as the number of your opponent’s rear-guards, discard them] At the end of the battle that this unit attacked a vanguard, if this unit is blazing, you may pay the cost. If you do, [Stand] this unit, and it gets drive -2.


So there’s a lot going on here, obviously we have the restand but on top of that we have a very cheap retire skill.

So lets break it down, the retire is clearly here to help facilitate the restand allowing you to pick off a unit to reduce Ziegs own cost. You could almost consider it as swapping 1 soul for a hand card but that would be forgetting the persona flip cost. I don’t think this is too steep a trade off as chances are you aren’t going to be going into all 4 copies (provided you run that many) and soul for retire is great economy as seen with Dragonic Burnout.

That said don’t first stride this solely for the retire it’s really not worth it, only use the retire as a way to facilitate the restand.

Now onto the main meat of this skill. Restanders are losing favour these days as G-guards get larger and the meta tends to favour mass attacks. That said the potential free restand is excellent, it’s hard to go any further without comparing it to Kagero’s other finishing options.


So first off here’s a subtle yet important feature of Ziegenburg, both Nouvelle and Ace have their costs paid during main phase. Zieg asks for it during battle phase, this lines up much nicer with both Overlord and Blademasters main countercharge which was a bit of a sorespot for the clan.
We’ll start by comparing Zieg to Vague

Like I said earlier G-guards already give restanders a strain due to the massive shield potential but that’s nothing comapred to the catastrosphic effect they had on guard restrictors. Not only that but Nouvelle was already struggling, a guaranteed kill is great but nothing special when miracle heals are rare anyway and the tradeoff being a surprisingly relevant lack of restricted grades (only stopping 1s) meant this cards performance was already lacking. Nouvelle is almost certainly axed in favour of Ziegenburg.

So what about fellow restander the Ace?
Ace is old now at the time of writing this article FC2015 was released 743 days ago, (basically 2 years) Ace was already a little unwieldy upon release requiring 2CB and a specific discard lead to several unfavourable comparisons to the previously released Victoplasma. That said Ace proved its worth serving as the de-facto best finisher of the Overlord deck for the past 2 years. Comparing it to Zieg we have –

  • Same number of drive checks, with Ace going 2-2 and Zieg going 3-1. This means that while the second attack is easier to guard Ziegs first attack is a little more fierce. Ace however provides similar pressure with both attacks.
  • Blaze requirement, Zieg asks for you to be blazing where as Ace can go solo which can occasionally turn a bad situation into a win.
  • The aforementioned cost timing.
  • Named discard, Zieg can more consistently pull off its restand even if the cost is steeper.
  • Emergency first stride potential, due to the Ace being made at a time where Bushiroad did not want strides to have generation break (presumably for flavout reasons) his cost can be paid multiple times to allow for a powerful first stride potential kill turn.

With these considered it seems like things are somewhat balanced but I think Ziegenburg still takes it here.

An Ace turn is powerful for sure but if the attack fails to kill or at the very least cripple your opponent your left with far less resources than is ideal having only kept 2 drive checks and using a card from hand to stride this was one of the main reasons Nouvelle was run allowing for an alternate finisher that didn’t leave you as open to attack. Zieg should hopefully bypass this cost thanks to its scaling discard cost and restanding on an empty field is an extra card in hand overall. And again I cannot understate how important the battlephase cost is.

Obviously in Blademaster Ace was already shaky but I think Zieg means its no longer needed at all. Overlord however may want to keep a few copies if it can find space in its G-zone.

To top off these favourable comparisons restanding for free is a big deal even with large G-guards in the context of the clan it’s certainly powerful especially against evasive decks that leave an empty field. Allowing Kagero an alternate way to apply pressure and gain advantage against these kind of decks is really important and should give the deck enough of an edge to stay relevant in tier 2.

Zieg will however have issues with resist units as especially in Blademaster (the build that best backs it up) most retire is targeted, of course Blazing burst can be used as an out to this but that still has a GB8 requirement.


Flaring up

Well I’m certainly excited by this card and look forward to the English release in September, Zieg already seems to be making some waves in Japan as Blademaster is becoming a good meta call due to the resurgence of Wiseman loop decks. Whether or not we will see this happen in the English format we’ve yet to see but as for now –


Thanks for reading

Dragonic Overlord – Deck Profile

Looking for a more up to date deck profile? Check out my post demonic advent Blademaster by clicking here.

With 2016 finally dead now seems as good a time as any to go over my current build for Kagero’s flagship build.


This is my main deck and the only complete one I own physically. I like to think I have a pretty good understanding of it and after a lot of changes from the release of G-BT07 and I think I’ve finally reached a build that functions pretty goddam well.

Enough waffling let’s get into it.

The List

I’m going to leave out triggers and the starter because I want to talk about them with a bit more detail. I’ll also cover the tech slots by themselves as well since there is plenty to talk about there.

Grade 1 – 13

Grade 2 – 11

Grade 3 – 8


Starting Vanguard

There are two candidates for this role


Undeax allows you to search for an Overlord which helps secure the Ace or use the Legends GB2 skill. Meanwhile Sadegh allows you to get an extra retire.
Sadegh has some nice synergy with cards that retire on your opponents turn and can help a lot against clans that rely on restanding rearguards (when combined with defeat flare).
This is very much a preference thing so choose what you like best personally I use Sadegh as I’m very big on counterplay and don’t like the counterblast cost on Undeax.

After the publishing of this article Conroe was unbanned here’s my article on it.

Grade 1 and 2

So before I go onto triggers and tech slots I want to talk about a few of my choices.

So first off I fully believe that even without as odd a grade 3 lineup as I use 4 Conroe is entirely needed since it’s the decks main source of countercharge on top of allowing you to get whichever Overlord is most effective at the time and is able to set up burnout and Defeat flare early if needed. I did test with him at 3 and found the extra consistency granted by the one extra copy was far too valuable to pass up.


Lava flow is at 3 right now because it’s the most spaces I feel I can give it right now. Stride fodder is incredibly useful to this build as Overlords themselves are a resource for the Aces skill. I’ll go into more detail in the tech slot section but if you wanted to you could use a tech slot for the fourth copy but I get pretty decent results from it at 3.

Protect orb is essential since despite it’s efficiency Conroe has one big issue in that the counter charge happens during battle phase it doesn’t exactly line up with what the deck wants all the time, most of your main skills in this deck are ACT skills meaning that open damage is needed most during the main phase. Protect orb grants you a single yet incredibly important charge that can also be utilised for your G-guards.pgg

As for grade 2s Nehalem is a given at 4, it’s your most important grade 2 and is essential for creating offensive power. The only other grade 2 that I believe is locked in is Dragonic Burnout which functions as one of the most effective retire skills in the game. I think there’s a genuine case case to be made for cutting it down to 2 in the current meta but thanks to Conroe you can set up and use this card for some early tempo if needed.

The Grade 3 Lineup


So my chosen lineup is slightly odd I go for 3 Legend, 3 End and 2 X.

This is probably the biggest point of contention with the Overlord deck as players are constantly changing the grade 3s. Many players use the great as backup so that they still have access to a legion and a powerful boss in the case of missing stride others have opted to run the breakride and even tech in the rebirth.

Personally I think the best alternate grade 3 to the Legend is the End. It allows you to keep up tempo even when riding to grade 3 first it’s hard to put down why this card is so good without filling an article all to itself. So with all this said why am I running the X?

Well the biggest reason is that the X can win games… in a very loose way. If a game goes long and both decks are close to deckout then you can use the X to guarantee the win. Of course this is a fringe situation I still think it comes up enough to be relevant. The other reason is a little bit dumber – Why not?

Seriously Conroe allows you to basically have whatever Overlord you need whenever and while there will be the occasional game where you have to ride the X it still doesn’t actually hurt that much, still if you want to shoot for more consistency go for 4 and 4.


This is pretty run of the mill but I want to discuss the choices I’ve made.

One of the big ones I have to argue for quite often is the inclusion of Mustafa mustafaI’ve bounced between cutting this card and keeping it in but I think I’m finally settled on this card staying. The best way to make an argument for this card is with actual examples most notably in the form of Tick Tock Worker and Commander Laurel. This card is for situations where you need a rearguard gone and don’t have any other available options in effect you sacrifice pressure for consistency. Even if you don’t use him you can flip him for Taiten so it’s not like the space is wasted.


Ace and Nouvelle share the same purpose but do it in very different ways. While Ace is the more effective and powerful of the two it is also much more costly and inconsistent due to the requirement to have an Overlord in hand and two open damage. However Ace can secure wins against small to mid sized hands and generates a lot of pressure especially when comboed with Nehalem. Nouvelle on the other hand is a little more niche with it’s odd guard restrict and trigger null it can guarantee a win especially when you know a fair number of cards in your opponents hand, it also only requires 1 CB and retains its triple drive meaning you finish with an extra card in hand.

I highly recommend against running 4 copies of the Ace it’s not consistent and while having acess to 2 shots of the Ace seems nice and will certainly win some games but the risk just isn’t worth it.


So there’s a few ways to go here and I think it depends a lot on playstyle and meta. In the current meta I’m very in favour of 5 draw triggers especially in areas with a lot of gear chronicle. 12 crit is also as always viable and so is the old standard of 4 draw 8 crit.

Another option I want to bring up but not necessarily reccomend is running a few copies of Lizard Soldier, Veira.


This card can be used with Denial griffin to give an extra 10k to your vanguard for the rest of the turn allowing you to defend against attacks much easier especially against clans like aqua force and gear chronicle. Of course stands aren’t the best in Overlord and this isn’t the most consistent combo but I thought it was worth noting anyway.

Other things to note are that you should run flame dragon heals for the Legends skill and Dragon Knight, Jannat helps to enable blaze in situations where you are short a rearguard without losing a card from hand. Draws also have the advantage of coming in the form of gatling claw dragon which is always nice.

Currently I’m running

Tech Slots

So the deck has a fair few of these allowing for some flexibility so I’ll go in order of grade.

Grade 1

 Lizard Soldier, Bellog


Bellog give you more counter-play allowing you to shoot down a rested rearguard this is my current choice personally mostly down to my love of counter effects but a good chunk of my preference and the reason I have it at 3 is it’s interaction with Melem allowing you to stop gear chronicles ridiculous attack loop or at least slow it down.

Dragon Knight, Nadel


An 11k booster and countercharge option that refunds your Taiten plays this card is definitely worth considering despite the blademaster restriction.

These are my picks but there are obviously many more that I don’t think are that good of course deckbuilding has a lot of personal choice so if that’s the route you want to go down feel free.

Grade 2

So grade 2 is probably the area with the most freedom in the deck and there’s a lot of options here too so I’ll what I consider to be the main contenders. I also personally split this slot into 2 sets of 2 rather than 1 set of 4 but like most tech slots it’s mostly down to preference and local meta.

Dragonic Neoflame


Often cited as Kagero’s main anti-rush card it does that job fairly well but not without shortcomings. It will often hit the board as a 9k vanilla and the CB1 cost can also be somewhat restrictive. Still it’s definitely a decent option and it can put in work especially agains’t opponents who overcommit early on.

 Burning Horn Dragon


This deck can often have low backrow presence which means that a lot of the time your 9k rearguards will be unable to hit. Burning horn can help remedy this somewhat by being a 12k on attack, not much else to say but it does it’s job very well.

Berserk Lord Dragon


I don’t like this choice but it’s worth mentioning it allows for some extra somewhat effective retire so if that’s an area you feel you’re hurting in it’s always there.

Radiant Dragon


I did a larger analysis of this card so if you want you can read that but in short this card makes numbers and has a somewhat cost effective retire. Only works on Taiten turns but they are fairly common anyway it also adds some extra power.

again there are other options based on preference and meta but I think these are the main choices. I’ve also considered Dragon knight, Nadim but not being a flame dragon means it loses points for me.


This is a slot that has gone from not being open, 2 open slots and now only 1. Innitially I considered Mustafa as a tech and as a meta call he would certainly fit but I feel as though his uses are far too valueable to pass up. I also once considered 3 Griffins essential but less so now.
I’m not going to go into much detail here since it’s probably the most open slot in the entire deck so go wild and find what works with you. I am currently trying out Dizmel but up until recently I was using Griffin here and I’ve even considered putting another Mustafa just in case I wanted the unflip. So like I said go wild and find what works for you.

Wrapping up

Wow that went a lot longer than I expected. I might revisit this fairly soon to cover some plays you can make with the deck but I think most people will either figure them out or already know them, but let me know if that would be an interesting article.

As always thanks for reading.