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Vanguard Zero | Exxtreme Battler, Victor Deck Profile

  • Writer: RaigekiVG
    RaigekiVG
  • Dec 25, 2021
  • 3 min read

Updated: Dec 26, 2021

Yes. There are 2 Xs.

It's been more than a week since the Nova Grappler event ended in Vanguard Zero Global.

I should've shared this long ago but better late than never.

To be fair, I did spend some time testing the builds so that, at the very least, the build you'll see below is not purely theoretical.


The Nova Grappler event introduced Victor and the Extreme Battlers to the world of mobile Planet Cray.

However, unlike in the TCG, Game Studio nerfed some skills and increased some rarities so they wouldn't be overpowered in Zero.

The most significant was Victor's whose GB2 and Strode Bonus now require the attacks to hit the vanguard in order to stand your rear-guards while giving less power.

They also rescaled Sazanda's skill to only activate once per turn.

I won't go through it in detail but if you'd like to, please let me know.


Our opinions about the nerf may vary but its there so let's deal with it for now and let Bushi know how we feel by giving them constructive feedback.


Anyway...


Pros and Cons

PROS



Has Access to Multiple Support Cards

Nova Grapplers are one of the most supported clans as far as card pool is concerned.

They have access to multiple draw and countercharge skills.

This huge stash of utilities empowers Victor to create new combos with his new cards as well as solve his problems with power scaling and resource management.

Monstrous Mid-game Plays

Zero's mechanic to take all the hits until it's necessary to guard makes Victor and Vic-Ten hit like a freaking truck come Midgame - especially if you Stride first.

At turn 4, it is unlikely to call 2 front row rear-guards to block attacks because the initial mindset is to build CB when your own turn comes.

This is when Victor and Vic-Ten shine.

Given the right parts and some power scaling, you can unleash hell on your opponents and push them from 1 or 2 to 5 damage in explosive 1 turn.

This explosive turn can open up for huge comeback plays.


CONS


Weak Late Game

Because Victor and Vic-Ten's Stride Skill depends on hitting the vanguard, expect them to be useless when your opponent's damage is 5.

At that point, You're basically stuck with 3 attacks every turn unless you get Hank or any other battle extender.


Three attacks per turn is not a good position because you have to deal with intercepts too. At worst you only attack the vanguard once.

The pressure you exerted on your monstrous mid-game is now being shifted to you.

Your chances of winning decline as the game goes on especially when playing against defensive decks like, you know, MFing DOTX.


But don't feel down, this is where Victoplasma and your support will come into play.

See decklist below.

Single-use Key Cards

Your main key cards, Golden Anglet and Cool Hank are Grade 2s with intercept.

Once you place them on the front row, then you've already accepted that they'll be saying goodbye at the next turn. Anget and Hank are super important cards as their combo allows for additional attacks that scale in power to go over damage shield.

If you don't draw them, well, shit. There will be bad times ahead.


Of course, to go around this achilles heel, do not play them haphazardly and you can employ draw engines to increase your chances of replenishing these cards, among others, so you could use their effects again next turn.


For your opponent, there's nothing more rage-inducing than seeing Hank and Anglet every turn.



Decklist

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Trigger Line-up

All draws to help Victor to increase his chances of drawing his key cards - stride fodder, Hank or Anglet.

Stands are good for this deck but because the draws provide more utility and consistency, I still pick them. Besides, Nova Grapplers have a way of sneaking in 1 Stand Trigger in this deck. *wink wink*

Although Victor's personal critical trigger works as a draw trigger on your opponent's turn, Break-pass and crits in general bring more harm than help to Victor.


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The first reason is that checking a Critical Trigger on the drive check may proc your opponent's Heal Guards or Perfect Guards.

Since Victor and Vic-Ten rely on hitting the opponent's vanguard to activate their skills, having it NOT hit will screw up your strategy. No double rear-guard stand for you.

The second reason is that even if the attack hits, the damage shield may be too great for your rear-guards to reach.

The only time Crits are good is when you're using Victoplasma.

Other than that, it will only slow down your momentum and overall, it's not worth it.


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G-Units

Pretty standard G Unit lineup for Nova Grapplers. They are literally the only G Units Nova Grapplers have in Global at the time of writing.

If you have 4 Victoplasma, then that's better

Meteokaiser, Vic-Ten


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"What's better than standing 1 rear-guard? Stand 2! And give them power!"

Vic-Ten is your standard first stride, it's ability to stand a rear-guard when its attack hits the opponent's vanguard.

When combo-ed with Victor, you can stand and power-up 2 front row rear-guards to deal 2 more attacks, at least or 1 super strong column to go over damage shield with trigger.


Meteokaiser, Victoplasma


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"Look at that big-ass sword!"


Victoplasma is your basic restanding Vanguard. Although it's effect is not uncommon to us, it's the final push that will help Victor win. The restand has no other condition than to attack the vanguard and you'll have all the utilities to countercharge and have enough to discard. If your opponent is at 4 damage, you may be torn between striding Victoplasma or Vic-Ten, well it depends on the situation on the field, your hand and the opponent's. Sometimes Victoplasma is a better option, sometimes it's Vic-Ten. I leave that decision on your hands.



Main Support

To support Victor, I chose the following cards.

The sentinels are standard because they give Countercharge.

Heal Guards are mandatory to increase survivability and I hope to deal the final blow with them one day.

Extreme Leader, Musashi


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"Not to be confused with Twin Swordsman, MUSASHI"


The main purpose of Mu-sashi is to be the star of the late game.

For CB2 you can power any rear-guard and retire a unit with power less than that rear-guard.

If you power up a Grade 2, you can pretty much clear any intercept (except for 12K base but who uses them, anyway?)

Although costly on CB, I'd rather have him and not need him than need him and not have him.

Besides, you have 10 cards in the deck who can Countercharge. Healing is a thing so it's not really a problem.

Cool Hank


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"COOL!" - Jason


Cool Hank is arguably the MVP of this deck. He extends the Battle Phase and gives the stood rear-guard a bit more juice under the sole condition that he must attack the vanguard boosted. It's really simple, but yet, scary ability...which...come to think of it, the nature of Nova Grapplers.


Aside from Victor, Hank can work with any other Nova Grappler deck...

Yes, even Blaus but you'll have to endure some reduction in consistency which I think is still bearable and worth it.

Beast Deity, Golden Anglet

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"Overlord is forever? Bitch please"


Golden Anglet is your primary heavy hitter. He gains power whenever he stands, something Vanguard Zero's Sazanda could only dream of.

With Victor/Hank/Vic-Ten's effect, he can easily scale from 9K to 16K to 21K without triggers and boost.

If you don't have Anglet then craft him. He's only R.

This guy is a must.


Hungry Dumpty & Muscle Hercules


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Dumpty and Hercules are here to replenish your CB so you can use Hank More, have enough room to use Mu-sashi and Victoplasma.

Only 1 each because they're a nice to have.

Starlight Hedgehog & Cray Soldier


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First of all, I will not claim to be the originator of this combo. I lost to a guy who used this combo and it looked fun... and it freaking was.

The combo here is basically Hedgehog giving the Draw and Countercharge skill to Cray Soldier.


Cray Soldier's skill activates if the attack it boosted hits anyone.

Essentially this is a free +1 in terms of draw and counter charge.

Aside from a guaranteed plus, you can do this combo early game!

Hedgehog and Cray Soldier will help ensure that you get to use Hank & Anglet more than once per game as well as leave you with enough resources to use Mu-sashi and Victoplasma.


Their power are both compensated by Golden Anglet and the power bonus given by Victor/ Hank and Vic-Ten so no worries.

Energy Charger


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Need I explain? It makes use of the soul.

Battleraizer vs Runbhol


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Ah sh*t. Both are good but I chose Battleraizer because of the draw and that "Surprise B*tch!" moment at when you check him during drive check. Unlike crits, stands keep the damage to 1 while being a nice-to-have at the late game.


Runbhol is pretty cool especially when paired with Cray Soldier. They can eliminate the opponent's front row rear-guards for free.

All you have to do is attack with Runbohl, boosted by Cray Soldier. When the attack hits, Cray Soldier will stand thanks to its effect and in turn, Runbohl's effect will also activate because another unit in his column stood.


It's like Dragonic Overlord but robots.



Other Considerations

If you're looking for alternatives to my deck list, you may experiment with these cards.

Or you know, whatever you like. I find these useful.

Phoenixraizer Drill-wing and Flame-wing


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Phoenixraizer's ability to stand 2 front row rear-guards, provided they have boosters, is pretty much Victor/Vic-Ten combo but with extra steps. A good finisher to ensure that even after clearing 2 intercepts, you still have some juice left to deliver 3 attacks.

Also legion in general will help you not deck out given your multiple draw engines in the deck.

Beast Deity, Yamatano Drake


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Yamatano Drake works similar to Golden Anglet. He can scale from 10K to 17K to 22K alone without triggers.

An amazing rear-guard to have.


Brutal Jack


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Brutal Jack's sheer power merits some consideration in your Victor deck.

11k alone and can hit for 21K with a 7K booster if stood by Victor/ Vic-Ten or Hank.

He also shines during the early game to prevent rush tactics or can serve as a wall against players who sideline their starters.

What about restraint? You may ask? CB1 is no biggie. We have a lot of Counterchargers.


Magician Girl, Kirara


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If you like the draw power without relying on something else to stand, Kirara is the girl for you.

Don't worry, you'll have CBs to spare.

Although personally, I'd prefer to use hedgehog as my draw engine than Kirara since it yields the same value for less cost. Having a rear-guard to stand is not a problem at all.

Extreme Battler, Sazanda


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You poor soul. What have they done to you, Sazanda?

If you don't have Golden Anglet or you want another power gainer aside from Anglet, Sazanda is a good choice.

Final Wrench & Dancing Wolf


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Final Wrench and Dancing Wolf are additional gainers. Wolf is notorious in Blau Decks but Final Wrench may be useful to give that Grade 2 an additional kick when it stands.


When I was testing, boosts from Energy Charger and Cray Soldier were enough and these 2 are mostly win-more cards.

Claydoll Mechanic


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If your deck eats a lot of CB and you don't think you countercharge enough.


Decks to Watch Out For

The decks that will screw you over are of course, those who control the board preventing you from doing your thing.

Retire. Bind. Bot Deck. Lock. They will make life a living hell.

  • Any Kagero (Overlord/Blademaster) / Narukami (Big Bang) Deck

  • Any Link Joker Deck

  • Any Gear Chronicle Deck

  • Revengers

How do you beat them, though?

Against Kagero/ Narukami/ Gear Chronicle

Well, the generic strategy against these MFers is to take advantage of your explosive midgame.

Push them early to 4 or 5 damage and then try to either win in the next 2 turns or outlast them until you do. That is why I have lots of draws in the deck.

Gears and Big Bang can be more manageable because they don't have consistent resource replenishment unlike this next MFer...


Dragonic Ovelord The X

This sucker has access to strong G Units, can re-stand and legion consistently, clear the board, replenish CB and Soul.

In general, you can't win against this deck unless you're a player blessed by the Messiah itself.


Against Link Joker, thank that they don't have strides yet. Link Joker decks suffer from a lack of resource replenishment. They don't have countercharge outside of heals so they're a bit more manageable than the

Same with Shadow Paladins. Thank the divine power that they don't have strides yet. But nevertheless, do not underestimate them. Revengers are still good on their own and do not really need the strides to win.



Conclusion

Victor is a fun, strong and aggressive deck with access to a multitude of supports but gets screwed over the The X.



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Did you like this article? Any suggestions for improvement?

Any vanguard-related stuff you'd like me to cover? Please let me know! Thank you


Wish you well

-R

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