Cardfight!! Vanguard Wiki
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Cardfight!! Vanguard Wiki

This list was haaaaaaarddd… I still tried to make it despite that, using the restrictions I also used in my Grade 1 top 10 list.

Special Restrictions:

-         Card must be as unique as possible, at least 2 or less of these cards must exist and it must likely benefit way more than the other version.

-         No Sub-clan Grade 2’s… They are restrictive to their subclan most of the time (or certain units within the subclan).

-         No Sentinel cards, since everybody plays those as staples already.

-         I also scout out if the cards might also be useful within subclans despite not being part of it. Dancing Princess, for example, could work well enough in an Silver Thorns deck.

Dancing Princess of the Night Sky (Full Art)

#10 Dancing Princess of the Night Sky

[AUTO]: [COUNTER BLAST 1] When this unit is placed on the Vanguard or Rear-Guard Circle, if you have a <Pale Moon> Vanguard, you may pay the cost. If you do, search your deck for up to one grade 2 or less <Pale Moon>, put it into your soul, and shuffle your deck.

Dark Irregulars have an equal unit (Free Traveller), but Pale Moon always benefitted way more from selective soulcharging than Dark Irregulars did (they soulcharge basically everything). Before this card was released, Pale Moon had very limited resources to get the right cards in their soul without the threat of also soulcharging triggers or not-so-useful cards (and deck thinning at the same time). This card changed that and made Pale Moon a lot more versatile while doing so. The main downside of this card is, once called on the field, it basically becomes an 8k vanilla mostly useful only for intercepting or exchanging for more offensive cards then being offensive herself.

Love Machine Gun, Nociel (Full Art)

#9 Love Machine Gun, Nociel

[AUTO]: [Choose an <Angel Feather> from your hand, and put it into your damage zone] When this unit is placed on the Rear-Guard Circle, if you have an <Angel Feather> Vanguard, you may pay the cost. If you do, choose a card from your damage zone, and put it into your hand.

It lets you exchange cards from the hand with the damage zone, possibly giving you a better hand while doing so. The hand is always a very important element in Vanguard, where it could be better to have more defensive cards late game and more offensive cards early game. This card will help in this. Unlike Dancing Princess, it only works on the Rear-Guard, but in exchange it doesn’t even have a real cost other than the card you replace (and that one tends to be one you can really miss). It can also combo well with some aces Angel Feather has, allowing it to be used more than once in a game. It does, however, also suffer from the low power and vanilla state once on the field.

Captain Nightmist

#8 Captain Nightmist

[CONTINUOUS](Vanguard): During your turn, if you have a card named “Captain Nightmist” in your drop zone, this unit gets +3.000 Power.

 [ACTIVATE](Drop Zone): [COUNTER BLAST 1 & Choose one of your grade 1 or greater <Granblue> rear-guards, and retire it] If you have  a <Granblue> Vanguard, call this card to a Rear-Guard Circle.

Very versatile, and basically works the same as Samurai Spirit operates. Except, it also gets a power boost when another copy of itself is present in the drop zone. Still, that skill is not why this card is really used. This card can provide Intercept units when they are needed, or simply better attackers you currently have. Heck, the card can also be used as a tribute for Skull Dragon, so that you can later on use the combo once more by first calling Nightmist and then Skull Dragon. Its true that also its 8k base makes it less offensive on the Rear-Guard Circle, but since Granblue can make good columns with their revival skills, it might not be all that much trouble to get a good column.

BlasterBlade2EN

#7 Blaster Blade

[AUTO]: [COUNTER BLAST 2] When this unit is placed on the Vanguard Circle, you may pay the cost. If you do, choose one of your opponent’s Rear-Guards, and retire it.

[AUTO]: [COUNTER BLAST 2] When this unit is placed on the Rear-Guard Circle, if you have a <Royal Paladin> Vanguard, you may pay the cost. If you do, choose one of your opponent’s Grade 2 or greater Rear-Guards, and retire it.

Besides it having two separate skills, each working a bit differently depending whether it is called on the Rear-Guard or Vanguard Circle (with on the Vanguard not even having a restriction on what he can retire), this card has a lot support within the clan itself. Many cards have ways to get Blaster Blade either on the field or in your hand, and it is never hard to get this card at your disposal, or a lot aces rely on Blaster Blade in performing devastating combo’s. Blaster Blade is extremely versatile and supported.

Player of the Holy Bow, Viviane (Anime-LJ-NC)

#6 Player of the Holy Bow, Viviane

[AUTO](Vanguard/Rear-Guard): [COUNTER BLAST 1] When this unit’s attack hits a Vanguard, if this unit is boosted by a <Gold Paladin>, you may pay the cost. If you do, look at the top card of your deck, search for up to one <Gold Paladin> from among them, call it to an open Rear-Guard Circle and put the rest on the bottom of your deck.

Besides being attractive, Viviane is very potent early game. The fact that her skill is both incredibly cheap and works on both the Vanguard or Rear-Guard Circle, will build early pressure on the opponent. In fact, this card might even work well in Gold Paladin/Liberator hybrid decks, since unlike Escrad, it has no restriction in what she needs to flip for Counterblast. She also has good power in general, and    doesn’t have all that heavy restrictions for her skill.

TidalAssault

#5 Tidal Assault

[AUTO](Rear-Guard): At the end of the battle that this unit attacked a Vanguard, if you have an <Aqua Force> Vanguard, [Stand] this unit, and this unit gets -5.000 Power until end of turn. This ability cannot be used for the rest of that turn.

In the past, Aqua Force suffers a bundle from lock and stun tactics, and it was hard for them to get 3 or 4 attacks off. This card made it much easier for them to reach that numbers. But what this makes even more dangerous is that it is fantastic for early game rushes with boost support. I also see people use this card alongside Maelstrom “Reverse” despite not being part of the subtype, and that along proves that it’s a very supportive card for most Aqua Force deck builds.

Crouching Dragon, Striken

#4 Prowling Dragon, Striken

[CONTINUOUS](Vanguard): Restraint (This unit cannot attack).

[AUTO](Vanguard): When this unit is attacked, if there is no boosting units, this unit gets +5.000 Power until end of that battle.

[AUTO]: When another <Kagero> rides this unit, choose one of your Vanguards, and that unit gets +5.000 Power/+1 Critical until end of turn.

This card houses both offensive and defensive capabilities. On the rear-guard position, this card basically functions as a normal 10k vanilla, which is always nice when it comes to reaching the right numbers. The skills will only work on the vanguard circle, and despite it having a negative skill that prevents it from attacking, this card is also granted an efficient defensive skill that might prevent your opponent to early rush you. It is true that getting grade locked with this card is horrible, but usually this card would work just fine as long as you have a Grade 3 ready to use, and not overuse it too much. The fact that it grants a +5k power and +1 crit boost for a unit riding it, also makes it very dangerous early game and with the right ace could even force your opponent to overguard.

EB05-006EN-RR

#3 Silent Tom

[CONTINUOUS](Vanguard/Rear-Guard): During a battle that this unit attacks, if you have an <Oracle Think Tank> Vanguard, your opponent cannot normal call Grade 0 units to the Guardian Circle.

In the past, Tom was a deadly contender in the battles. The fact that it prevents your opponent from guarding with Grade 0’s made it a deadly combo with critical triggers. However, due to it only housing 8k power, it was also very reliant with needing enough boost power to force extra guarding, and crossrides also made this card a bit less threatening. Still, don’t underestimate a Silent Tom, as  some players might keep some of them at reserve for moments when you least expect them to appear.

BT07-003EN RRR

#2 Binoculus Tiger

[AUTO](Vanguard/Rear-Guard): When this unit attacks a Vanguard, choose another of your <Great Nature> rear-guards, and you may have that unit get +4.000 Power until end of turn. If you do, at the beginning of your end phase, retire that unit.

It has good power, and a great supportive skill. The fact that it is also free every time you use it makes it a very potent card. In addition to that, you HAVE the option to choose and therefore makes it less painful to use. This card combo’s greatly with Hammsuke units and Stamp Sea Otters, possibly reaching the right numbers to force your opponent to guard more than can afford.  In addition to that, its skill works both on the Vanguard or Rear-Guard Circle, for early game cycling or rushing. A very deadly card and usually a must in most Great Nature decks.

300px-HighspeedBrakki EN

#1 HighSpeed, Brakki

[AUTO](Rear-Guard): [SOUL BLAST 1] When this unit attacks, you may pay the cost. If you do, this unit gets +5.000 Power until end of that battle, and at the beginning of the close step of that battle, return this unit to your deck, and shuffle your deck.

Why is this card number one? Because it can be staple outside even its own clan and be a very supportive unit. Besides supporting Spike Brothers with great power boosts to pressure your opponent, it also operates greatly for decks such as Imperial Daughter and even Genesis decks. The fact that it is also a common, and thus easy to get means everybody can enjoy the brutal strength of Highspeed, Brakki. Long live the speedster!

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