Because of the synergistic nature of this clan, many cards can be sprinkled into any of the other builds at 1-2 copies with no problem at all. Granblue also allows for some of the most bizarre Winning Images—that actually work, to exist in the game. Ever think about running one copy of only 4 Grade 3s? Howabout one Grade 3 total? Have you ever wanted to spam those soulblasting cards that let you draw, or just get advantage simply for riding Grade 3? Have you ever thought about running 10 critical triggers and 2 stand triggers? This is some pretty weird stuff, but that's Granblue for you.
His effect is somewhat interesting. You'll have to pay a counterblast, which can be pretty devastating in Granblue, then you minus one, and get to drop a card from the top ten. The pros of this are being able to set up your drop as a toolbox without requiring the random drops of the "Shade" cards or without getting a Chappie early on. This set up can mean that you're opening the game strongly and helps you set up for mid-game quickly. Another upside is the 5000 power should you chicken out or not need the drop. Unfortunately, his two cons are pretty bad. The first is that you minus him; pretty typical. Most starting vanguards do this, but at least Conroe and his ilk try to make it a net +0. But none of our three starters can do that, so moving on. The second problem is that he costs counterblast. Which makes him an immediately bad card for Cocytus-based decks (and obviously rules him out for a megablast deck). Those decks need 2 unflipped damage by Turn 3. If they don't have that, they basically never get started (see more in Cocytus' section). Luckily, he's good enough that you can include him in other versions of the deck. Especially decks that need 1 very specific card in the drop before Mid game. If you run this, you should probably include Three-Star Chef Pietro. You probably will anyway, but your other cards pretty much rely on 1 counterblast to get off their effects. Nightkid will cut your total down by 1, which can devastate you, unlike in other decks.
|I bet his name is Igor. Or Jeeves.|
Or Jeegor. Or Bob.
The other pro is that his skill can be used straight on the first turn. If you see a Kagero or Narukami vanguard, you might want to ninja-vanish your Guiding before it gets hit by a killing skill. In some decks, you can afford to take the minus early with this guy and start off your drop toolbox early. As for cons, the toolbox he gives you is indeed random. Thankfully it's 3 cards and not some awkward number, so your triggers stay in phase. As a rule, if the deck needs to counterblast early, run this vanguard. If it needs to counterblast a lot, run this card. No use in sealing off your resources just because you like Nightkid more.
|Pictured: After his meal of Judas Iscariot|
Cocytus is probably one of the best power Limit Breaker we've gotten so far. He easily ties with Garmore for first place. Kiriel is limited by only face-up damage zone cards. Thunder Break isn't too limited since he gets the field, but he's redundant with a better card in his own deck. Garmore is amazing always, even if he can't get a Grade 3. But Cocytus; this guy is the real deal. If you want to negate your Ride minus, this is a great card for it. If you can set up the drop as a decent toolbox just before Mid game, he's one of the best rides. Riding him in late game really doesn't yield that well since you would -1 from your ride, overlaying some other useful Grade 3 that you could've just gone with, and then getting your plus. Still a +0, but the thing is, that late in the game, you probably would've ended up with a similar setup had you just called Cocytus. Either you call him for 10k vanilla attack, or call him and sac-to-regenerate a booster in the drop. If you ride him...those are pretty much the same options to get from the drop anyway. So it's pretty much the same no matter what, unless you absolutely need the Limit Break at some point. For this reason, it's probably not wise to tech him into a deck that doesn't have the free Grade 3 slots immediately open and unused.
Then there's his Superior Ride line. Not exactly a "ride chain" as I've heard it erroneously referred to; and they are a bit of a wall-o-text. Essentially, you have a Grade 1, Grade 2, and Cocytus himself. Each one can superior ride the next one if it meets two conditions and you pay a cost. The conditions are, the next one must be in the drop zone, and your opponent must have a higher Grade than you already out. So unless they misride, you need to go second to get this off. The cost is that you must discard a Granblue from the hand, which actually makes meeting the drop-condition fairly easy if you drew the other piece(s). Doing this, ending with Cocytus, even ensures that whatever you discarded to the drop, Cocytus can revive. The good news is even if you superior ride the Grade 2 and Cocytus, you will still be in the same situation as if you rode normally, card advantage-wise. Since each discard means getting another from the drop. I don't really recommend these unless you have either a crapload of room leftover in your deck (fat chance) or have a bizarre build—and there actually is one that works for them.
|His original name was "Kink of Demonic|
In the megablaster build, you would prepare your entire game for the final turn where you resurrect the a whole field at once. A perfect field. Since Granblue have no retardedly good attackers like Palamedes, they have to resort to the old tricks of 10000 vanguard bullying by using Nightstorm (+2000 when attacking vanguard) and Romario (8000 booster). That's 3 stages, but of course only against a midline vanguard. Basskirk himself would then become stage-3 with a Romario as well, or Evil Shade with the cost paid.
This is really just a for-fun build since it not only relies on getting off a megablast just to win, but it also counts on the opponent having a less-than-optimal defending vanguard. Remember guys, not including available 11000s means losing to crap like this! The other very good build is typical of abusing megablast units: ignore the megablast and spam your soul. This allows you to use the Deadly Nightmare/Spirit cards multiple times to re-situate your field, as well as having a 3-stage attacker with Evil Shade. So basically Basskirk is beatdown or spam.
|Angriest. Dancer. Ever.|
On top of that, the benefits are recursive: you can trade in Cutlass itself if it's not useful. Most importantly, you can do it for cards such as Deadly Spirit and Captain Nightmist since it's a Grade 1 that's no longer useful and not just a Grade 0 (because a good tactic is closing the game by calling unused triggers in hand, and converting them into boosters if you want to Final Turn). He's not bad at all in this clan just based on the fact that he can be exploited, is never a minus, and can be either traded for something more useful or used with your 11000 attackers for good numbers.
|He's just offering you candy. Don't be a|
pussy. This guy seems legit.
This card is a shoe-in for pretty much every deck with only a few exceptions. Its booster companion as well, since it's already a nice 7000 booster, and you can revive it to boot. Any time you get random card advantage such as drawing, you can convert it if it's unwanted into one of these guys. Or even a Spirit Samurai if you don't have the soul but you do have the counterblasts. Even Kagero's Goku can't keep a well-made Granblue deck from setting up a good field each turn, due to the ability to just trade in everything it gets that doesn't hit for good numbers for something that does.
|Someone please kill me, it hurts to live...|
Because he's only the worse +1 in every deck except Granblue. As you've just read, this clan is notorious for its ability to swap cards in the drop. So if you use two Steersman (probably not more than that) and ride Grade 3, you'll get him for free. Then you can soul/counter-blast for a better booster. The set up does require that he's in your drop, you're riding Grade 3, and of course, that you have something not-shit in your drop to trade with. It can actually be a decently tall order, which is why he is only run at two for the most part. It's great to just have 1 or 2 of these in case you drop a Cocytus Late game to get the delicious power from its limit break (and don't really have anything useful in your hand, so you need the drop call). It's also useful in the stand-based Granblue for the obvious reason that you can run 4 and not feel like you need to take a 3-hour long shower, scrubbing your skin with lye soap. But he does have another use...
It's a pretty steep cost in any deck that actually uses counterblasts beyond a couple of 1-cost and maybe a single 2-cost. In fact, he happens to work quite well in a certain very bizarre set of decks for Granblue, that do just that. One of which includes running only Monster Frank. And just one copy. How does it work? Spamming the everloving hell out of drop cards and taking lots of damage early. It's pretty risky, but the advantage is you get to have all the delicious 7 slots left over for things like rushdown cards so you can destroy faces in the Early game with impunity. And unlike doing this with Spikes, you won't miss your Grade 3 ride just because you have too few of them.
The other way of running it is with just one of him and every other superior-ride-from-the-drop Grade 3. So 4 Grade 3s total, all different. It requires a lot of hard thinking and technical knowledge. If you can master the use of these two decks, you're well on your way to becoming a tactician in vanguard. It's basically Hard Mode and yet it can be done. This deck also requires the use of Hades Steersman to make up for the abysmal reliability it has with getting what Grade 3 skill you actually want. The free +1 after superior riding is very nice, and changes your usual net -1 ride into a net +0, while still giving you the Grade 3 and your Twin Drive. Just don't run him at all in any other deck besides bizarre ones like this. He actually is bad for those.
|< S W A G >|
Now that you have him, it's all gravy. Guarding like mad, and then setting up your toolbox better than anything else in the whole clan. Have the Grade 3 you want to superior? Alright, grab a teched Nightmist, or Skull Dragon, or any booster that can be revived, or a Cocytus target, or Deadly Spirit. Hell, want a free +1 by the time you ride Grade 3? Get one of the damn Hades Steersman. The only limit to Chappie's usefulness is the structure of your deck. In Cocytus decks, Spirit Exceed, and the weird superior-Grade 3 decks, Chappie's pretty much the boss and the MVP in the Early game. He can also help you set up for getting anything you need from the deck later on. If your opponent keeps screwing you around, you can get "card x" that would exactly help, then just use freaking Cocytus to bring it out.
|"Ichabod, stop stealing my pumpkins!"|
That's one hell of an advantage. And you typically want to do this alongside Deadly Swordmaster, to increase the probability that you will get to superior ride and pull off the power-rush gambit much like the Kagero Superior Riders build does. Swordmaster's may not be ideal, but at least it's a fallback. The best part about Exceed is you can just tech one into almost any Granblue deck except Basskirk. Since every Granblue deck runs 10-12 critical triggers and one of his requirements is a critical; along with one of the near-staple boosters—Samurai Spirit, also being in just about every other build. So you basically don't lose much at all by chancing that you might get a Chappie and pull him off in an unrelated deck (or even random-mill him and pull him off). He may seem pretty bad/vanilla at first, but there's a lot of deceptively hidden potential in Spirit Exceed. Sadly, he's very punishable, so you need to eventually ride the Swordmaster that you're packing in that deck so you can shut down the opponent's bad columns. Bear in mind, that deck burns bright but early. Once you ride, the rest of the game is pretty much just attacking with vanilla columns. It does work, and it does set you up for an early victory, but you have to keep it going manually.
|I'm pretty sure Pirates do not resemble|
Vikings or ...whatever this is.
Try to think of this card as mostly being separate from the other Deadly cards. It often appears in decks that coincidentally happen to run the other Deadly cards because they're good for general-purpose swapping and he's good for vanilla beatstick and defense. As mentioned previously, he and Ruin Shade are your only good targets for pairing with a 5000 booster against an 11000 vanguard. This makes Cutlass and Guiding/Nightkid actually useful as boosters, should you choose not to get rid of them for a drop booster or use their skills. That pretty much goes without saying mostly, but since this card is so often overlooked, and Granblue has a special place for Cutlass, it bears going into. This card is also useful as a 1-of in the Bizarreblue deck mentioned earlier with Hulk.
|Redundant redundancy attack!|
It does technically only become Stage 3 with Romario, which means Basskirk or Basskirk. Romario is too redundant and unneeded in other builds that hit good numbers on their own, which means Skeletor Sinbad Dragon is going to sit his dead-ass in the drop if your opponent has an 11000 vanguard in most Granblue decks. However, if they get a 10000 out, Unliving Femur Wyvern will pretty much deliver the rage of a thousand tormented souls from Hades. Since, you know, you have 7000 boosters coming out of your ears. It's not bad at all to tech him in regardless, since he can sit there in your drop and not be screwing you over. That makes him a great situational card. It's okay to use him if you need him, and okay to ignore him if you don't. No harm done either way. The cost is a bit steep, and sometimes you'll even finding yourself "leveling up" by swapping a 0 for a 1, and a 1 for a 2, then finally a 2 for him. That can happen a few times, so make use of it and go Final Turn. Most of the time it's much easier to get out Nonliving Tibia Carpal Lizard.
|Aka Mr. Googley Eyes.|
Additionally, his must-hit requirement is not actually pressure for your opponent. They can simply stop your combo gambit that you are relying on with a 2-stage shield at most. At least in Pale Moon, you're not totally reliant on that skill to drive the build home. He does at least gain some credit for working well in Standblue, where Thanatos can afford to fail, and where his skill can be put to more uses than comboing attacks, by setting up a good booster somewhere. He certainly looks cool at least, and his presence in Standblue is indeed staple, so he's not completely useless. You just plain do not run him out of a pure stand deck. Basically anything else is better. Tech in a Spirit Exceed; you'll probably superior ride just as often as you get Thanatos off, and at least then the rewards are better. Even putting in Deadly Swordmaster for his high power vanillaness is a good alternative. And you don't ever want to ride him since he just becomes a poor defense vanilla. Unlike Alice whom actually benefits if you have to ride her since Pale Moon never "loses" a card into the soul. That's where they go. Now, it is actually true that you can do neat stuff like ride Cocytus, superior call Thanatos, hit and use his skill to superior call something else like Nightstorm. Three to four nice attacks the moment you get Grade 3 is pretty cool. Except that the gambit requires 3 damage to pull off; that or 2 damage and a Pietro on the other side who also has to hit. Not guarding early, with rare exceptions = bad. At least Monster Frank can stop you from minusing on your ride, while Thanatos cannot generate any advantage.
|He sparkles. No, really.|
Why not? Because most decks don't run Romario. If you run Romario it means Basskirk or Basskirk. And you wouldn't run Nightmist in the megablast version anyway since that means giving up your megablast for his skill. In other words, the only real use for Nightmist is in Basskirk soul abuse. Similarly, the Special Interceptor is really not great anywhere else either. The first ability could be really good if it was usable from the rear-guard position. Unfortunately, this means Nightmist can only be 11000 on your Grade 2 ride, and only-if another copy exists in the drop zone. That's pretty much a waste of Chappie for this skill. There are much better 11000 Grade 2s, and they at least get a boost for being Vanguard, as well as being 11000 on a rear-guard position. If you have the room for Romario, and you can chance bad columns with Nightmist, he's not a bad run. This all having been said, he is a main target in Basskirk soul abuse since you'll want your soul a bit more freed up. Nightmist accomplishes this nicely by helping you swap out your used-up Cutlasses once you draw. It's a pretty nice way to ensure a good attacker after drawing a card. Essentially, that means +1 every two turns in that deck, provided you can keep the Cutlasses flowing. It must be said that Nightmist, just like Undead Skull Dragon Dragon Dragon, can be a 1-copy tech into most decks even if they only use a 7000 booster lineup since it does hit stage-2 against weaker vanguards. Unfortunately, I don't believe this is a good use of a Grade 2 slot, unlike our Grade 3 selection. And at least Undead Skull Dragon can hit Stage 3 for his tech. If you want to use single counterblasts, in most decks, it's better to use them with Spirit Samurai and Skull Dragon over Nightmist.
|"You are already dead."|
The most important key feature of her though, is that she has the option of doing it or not. So you won't be stuck milling through your deck when you don't want to or when the trigger phasing is out of sync. We'll just ignore Greed Shade since Granblue rarely will have more cards in hand than the opponent, but Undead Pirate of the Frigid Night will work as an okay replacement to Ruin Shade until you can afford the cost of all those RRRs. As for Evil shade, it's a pretty good booster and doesn't un-sync your triggers given that you have to mill 3. It's also nice if you play Ruin Shade and Guiding Zombie and just don't care what ends up in the drop so long as there's a huge selection very early on. That's essentially the reason you run Evil Shade—not for it's 10000 boosting power since most Granblue decks just plain don't need it. Cocytus can hit stage 3 as of the Late game, which is good enough. Deadly Swordmaster does benefit decently if you're running a build that actually rides him as a main, but more often than not you won't want to pay to use the skill each turn, making him a deadweight 6000 booster. Once again, the exception to the rule is Basskirk, who pretty much always benefits.
>NegromarlDid they mean Necromarl? Nope. That's his actual name. ネグロマール. Ne-Gu-Ro-Maa-Ru. Well then. So apparently he's the black witch doctor.
You may notice some artistic and mechanical similarities between Negromarl and Cocytus. But the similarities end pretty quickly. Negromarl sports an abysmal (get it?) 8000 power. The lowest of all the Grade 3 cards. This means, once again, that it pretty much only works in Basskirk. Even if you want to run full reanimator, this guy just isn't a good idea. Sure, he is a blatant +1, absolutely. Except that in most decks, you just don't have the room for Romario, making Negromarl a -1 anyway.
If he were Grade 2, this would be amazing since you could at least intercept next turn. Unfortunately, no opponent is stupid enough to just attack him and let you facilitate a field change-up because they know he's going to make bad columns for you. As usual, you can consider him a tech in at 1 in some decks, but for the most part I wouldn't recommend it. Once you have like a billion techs, your entire deck just becomes one giant mass of convoluted situational garbage. It's best to use him where he really shines: Basskirk soul abuse. Since that deck has plenty of free counterblasts and even runs Romario. Keep in mind, when you do actually have Romario to boost Negromarl, he's a true +1 for Counterblast 2, which is usually what we see in this game (a la, Berserk Dragon, Blaster Blade, etc). There's one very important feature of this card that you probably did not notice. His only clan requirement is that you have the Granblue vanguard. Think about it. Not the drop zone target. Just the vanguard has to be Granblue. So if you were thinking of crossing Granblue with some other deck, you should really consider Negromarl for it.
Now it's time for like a million deck lists.
|Cocytus Reanimator||Deadly Exceed|
|Grade 0: 20 ||Grade 0: 21 |
|BDSM Abuse (Basskirk's Deadly Soul Management)||Standblue|
|Grade 0: 18 ||Grade 0: 20 |
|Wharrrgarbl Bizarroblue (Extreme budget deck)|
|Grade 0: 21 |
Estimated Deck Cost (in order): $120 / $105 / $120 / $113 / $80
Now a little something about each build and who they're recommended for:
Cocytus Reanimator - Great for someone wanting to commit to Granblue wholly. It works like a normal aggressive deck and takes moderate skill to execute well.
Deadly Exceed - Very cheap for the Granblue enthusiast. Requires a well-working knowledge of Granblue and above average technical skills, due to deciding how to pull off the main features of the deck. Extremely strong rushdown capabilities if you go first.
BDSM - Specifically included for the Basskirk enthusiast. Lets you use a lot of underused cards as well as being quite fun. Requires more skill than most other Vanguard decks, but less than most Granblue.
Standblue - High skill required due to the odd mechanics. Only fit for those that love standing decks or want a fresh take on Cocytus Reanimator. Otherwise only suggested for Granblue enthusiasts.
Wharrrgarbl Bizarroblue - Pretty much only recommended for people with extreme levels of skill who want a challenge. It's also the cheapest of all the decks and can usually be made with what you have collecting dust in your trade binder. If you're new to Vanguard, don't play this unless you are a masochist. If you're new to Granblue, don't play this unless you're a masochist or want to get really good at Granblue really fast. You have to learn how to pick a superior ride "route" early on. The point of this deck is to make the opponent think "What the fuck I going on?" while you're busy stomping their guts out.
Pirates can be resurrected any number of times.