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Vanguard Zero | Exxtreme Battler, Victor Deck Profile

Writer's picture: RaigekiVGRaigekiVG

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

Monstrous Mid-game Plays


CONS


Weak Late Game

Single-use Key Cards



Decklist

 


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.



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.



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

Meteokaiser, Victoplasma



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

Cool Hank

Beast Deity, Golden Anglet

Hungry Dumpty & Muscle Hercules

Starlight Hedgehog & Cray Soldier

Energy Charger

Battleraizer vs Runbhol



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

Beast Deity, Yamatano Drake

Brutal Jack

Magician Girl, Kirara

Extreme Battler, Sazanda

Final Wrench & Dancing Wolf

Claydoll Mechanic


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.



Videos

 







Credits

 



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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